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Scripting question about triggers


gasti89

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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

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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.

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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 by steve40
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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 by gasti89
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