steve40 Posted June 18, 2012 Share Posted June 18, 2012 Hmm...if you drop a dead body on a bear trap, what happens.......? Does it set the trap off or not?Maybe corpses cannot be activators.When an actor dies I think his body is substituted with a ragdoll...? Could you fake it? I mean, keep the actor alive (or resurrect it) but disable its AI/paralyze it, then toss it into the activator? - just trying to think outside the square here :P Link to comment Share on other sites More sharing options...
gasti89 Posted June 18, 2012 Author Share Posted June 18, 2012 That's what i thought, even if there's a Dark Brotherhood quest (DB08 in the editor) in wich you have an optional objective to hide a victim's corpse by throwing it in the river. The funny thing is that the trigger script is linked with the quest script for just one function (Int BodyTriggerCount()) wich just sets a int value from 0 to 1 for a future dialogue condition. I thought about setting a OnGrab and OnRelease event series, wich will monitor if the player is leaving the ragdoll in the right place. I hope that in this case a ragdoll will count as a objectreference, lol. Link to comment Share on other sites More sharing options...
steve40 Posted June 18, 2012 Share Posted June 18, 2012 (edited) Ok, a quick look in CK for L_TRAP_TRIGGER collision object (form type COLL): "This is a trigger type that should only look for living actors, for trap trigger boxes." I know little about these collision objects, but maybe there's a way to modify it or assign a custom collision in CK? Gotta go to sleep now. Good luck! EDIT: OK, you need to add collision layer L_DEADBIP or maybe L_LIVING_AND_DEAD_ACTORS to the "Collides with..." list. There's a collision L_TRIGGER that will collide with dead bodies and clutter. Edited June 18, 2012 by steve40 Link to comment Share on other sites More sharing options...
gasti89 Posted June 18, 2012 Author Share Posted June 18, 2012 (edited) Oh, i didn't think about looking at the form itself. The triggerboxes are ACTI forms. Maybe that trigger is another type that accepts ragdolls. Thank you! EDIT: the solution was just there...OMG! I've just set the collision layer to "DEADACTORZONE" under the "primitive" tab and it all worked... I want to marry you Steve <3 Edited June 18, 2012 by gasti89 Link to comment Share on other sites More sharing options...
steve40 Posted June 19, 2012 Share Posted June 19, 2012 :blush: Link to comment Share on other sites More sharing options...
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