Jump to content

Trigger boxes...?


davidnowlin

Recommended Posts

I am trying to attach a script to an object in a playerhome I'm building and I have the script working, but I don't like any of the choices I've found for activators (pullchains, pullbars, the impbutton, etc...). I want make an activator out of a severely scaled down version of the MagicAnomalySpawner (a really awesome bit of animation). I've searched and searched for a tutorial or something on how to do this and I've come up blank, except that I think the answer has something to do with building a triggerbox around it and checking the "player activation" checkbox on the triggerbox object. I've tried this, and I can't make it work.

 

What I did, essentially, was put the animation object in the world and build a trigger around it. Then I made the trigger an activation parent of the animation ball and put my script on the ball as an onActivate event. Then I set the trigger to be 'player activation' and I thought that would work, but I can't get the 'on click' command to come up in game.

 

Any help on this would be greatly appreciated. Thanks.

 

 

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Solved

 

I figured it out. If anyone's interested, what ended up working for me was taking a triggerbox from a working mannequin, duplicating it, and on the copy, I removed the mannequin script, resized it, rescripted it and it worked just fine. I didn't even end up linking it to the anomaly animation. If you put the script directly on the trigger and put the trigger around the animation, it looks like you're clicking on the animation in game, but the trigger does all the work.

Edited by davidnowlin
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...