LordDenethor Posted June 17, 2012 Author Share Posted June 17, 2012 Now i understand nothing :unsure: I try to copy it from another mod, king of riverhelm has an arena to. Link to comment Share on other sites More sharing options...
gasti89 Posted June 17, 2012 Share Posted June 17, 2012 The pull chain isn't a "trigger". The trigger is a invisible box in wich you enter. The pull chain is called "activator". So you have to put a script in it with a "OnActivate" event. Just copy the last script i posted and put it on the pull chain reference. Link to comment Share on other sites More sharing options...
LordDenethor Posted June 17, 2012 Author Share Posted June 17, 2012 (edited) I copied your script, and it compiled correctly , but it doesnt work in game- i dont know what i do wrong.the door doesnt open and no enemy will spawn. this sad. Edited June 17, 2012 by LordDenethor Link to comment Share on other sites More sharing options...
gasti89 Posted June 17, 2012 Share Posted June 17, 2012 Have you set the properties? Double click on the script, select a property on the left, click edit value and select the value you want. Link to comment Share on other sites More sharing options...
LordDenethor Posted June 17, 2012 Author Share Posted June 17, 2012 thx; after i set the probertys it works fine :-)))) . thx a lot. is there an chance to make an counter, timespace beetween open the door and enemy spawn? Link to comment Share on other sites More sharing options...
LordDenethor Posted June 17, 2012 Author Share Posted June 17, 2012 So far so good, another Problem >< , now my mod allways wants the kingriverhelm.esm from a nother mod. but i havent no more thing from this mod in my cell. aaarghhh. :wallbash: whenn i try to load my mod withoud riverhelm.esm loaded it crashs. i checked my cell list, but nothing is there from riverhelm.esm in it. Link to comment Share on other sites More sharing options...
gasti89 Posted June 17, 2012 Share Posted June 17, 2012 I think that when you tried to use the script from Rivehelm.esm you binded your esp with it. There's a way to delete the parent esm needed, but i don't remember well. I think you'll have to use TesVSnip for this (not sure) About the timespace: Scriptname ArenaSpawnTrigger ObjectReference ActorBase property encBear auto ObjectReference property arenaspawn auto Objectreference property arenadoor auto Event OnActivate(ObjectReference akActionRef) if akActionRef == Game.GetPlayer() arenaspawn.PlaceActorAtMe(encbear, 3).StartCombat(Game.GetPlayer()) Utility.Wait(5) arenadoor.SetOpen() endif endEvent This will spawn the enemy and after 5 seconds open the door. If you want to open the door before spawning the enemy, just switch the 2 script lines. Also, edit the number after "wait" for more/less seconds. Link to comment Share on other sites More sharing options...
Ghaunadaur Posted June 17, 2012 Share Posted June 17, 2012 (edited) So far so good, another Problem >< , now my mod allways wants the kingriverhelm.esm from a nother mod. but i havent no more thing from this mod in my cell. aaarghhh. :wallbash: whenn i try to load my mod withoud riverhelm.esm loaded it crashs. i checked my cell list, but nothing is there from riverhelm.esm in it. First thing you should do is to rename the script, means the script file itself and the name inside the source code. You will have to re-compile it, add it to your activator and fill the properties again. If you accidently created a dependancy to the other mod, you can indeed remove it with TESVSnip:Open your .esp and navigate to the 'tesv4' record. Check the 'mast' subrecords in the section below. The first one should be Skyrim.esm. If there's another, delete it and also the 'data' subrecord under it. Edit: Just read post#2 of gasti89, if you already renamed the script, different from the original, forget the first part of my post. Edited June 18, 2012 by Ghaunadaur Link to comment Share on other sites More sharing options...
LordDenethor Posted June 18, 2012 Author Share Posted June 18, 2012 Thank you, you have saved my arena-mod :-) It works now. Now i keep working on that. Link to comment Share on other sites More sharing options...
PrinceSanguine Posted October 10, 2012 Share Posted October 10, 2012 (edited) I ve tried this same thing with the bear, just as a test for a later outpost defense mod... but doesnt work. Any versed wanderer passing by this forum, please help Scriptname BanditsScript extends ObjectReference ActorBase property encBear auto ObjectReference Property Marker auto Event OnActivate(ObjectReference akActionRef) if akActionRef == Game.GetPlayer() Marker.PlaceActorAtMe(encbear).StartCombat(Game.GetPlayer()) endifendEvent i created a new idle marker, placed into white hall- dawnstar, an my activator is a wetempactivator, added all the assignments (script-->properties etc...), but nothing happens really... Edited October 11, 2012 by PrinceSanguine Link to comment Share on other sites More sharing options...
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