bronzeP Posted June 30, 2012 Share Posted June 30, 2012 I want to use a msgbox script on object called: "RTGravestone01". The object was under "Activators" so it must be working. compiling succeeded but ingame I cant activate the Gravestone :( Why? ^^ Link to comment Share on other sites More sharing options...
David Brasher Posted June 30, 2012 Share Posted June 30, 2012 (edited) Skyrim is rather erratic. I have also encountered issues like this with custom activators I made. Textbook solutions for some problems would possibly require Blender or NifSkope skills. So I just made different activators until I found one that would work for me. Edited June 30, 2012 by David Brasher Link to comment Share on other sites More sharing options...
bronzeP Posted June 30, 2012 Author Share Posted June 30, 2012 Skyrim is rather erratic. I have also encountered issues like this with custom activators I made. Textbook solutions for some problems would possibly require Blender or NifSkope skills. So I just made different activators until I found one that would work for me.i hope there is one with the look of a gravestone ^^ Link to comment Share on other sites More sharing options...
David Brasher Posted June 30, 2012 Share Posted June 30, 2012 I suppose one solution would be to have an invisible activator surrounding your gravestone if the collision geometry and ability to activate is not working. The gamer would never know the difference. Link to comment Share on other sites More sharing options...
bronzeP Posted June 30, 2012 Author Share Posted June 30, 2012 (edited) I suppose one solution would be to have an invisible activator surrounding your gravestone if the collision geometry and ability to activate is not working. The gamer would never know the difference.and where can i find this invisible activator? ^^ edit: i tried to use the script on a defaultinvisibleactivator but still nothing is working ^^ Edited June 30, 2012 by bronzeP Link to comment Share on other sites More sharing options...
Hangman4358 Posted June 30, 2012 Share Posted June 30, 2012 One thing you have to make sure of is that the activator only has one OnActivate being called. If you have two scrits on an objects and both use the same function then the game goes crazy. Best thing to do is make a copy of the activator you want to use and remove all the scripts from it that you don't need. I ran into this problem already so best thing to do is make a duplicate activator. Link to comment Share on other sites More sharing options...
bronzeP Posted June 30, 2012 Author Share Posted June 30, 2012 One thing you have to make sure of is that the activator only has one OnActivate being called. If you have two scrits on an objects and both use the same function then the game goes crazy. Best thing to do is make a copy of the activator you want to use and remove all the scripts from it that you don't need. I ran into this problem already so best thing to do is make a duplicate activator.i even used the same object like in the tut just to check if its even working. With that object i could make it happen that it says "E activate" but nothing more. i press E and the msgbox does not pop up! With all other objects i even cant see the actvate symbol!!! Link to comment Share on other sites More sharing options...
David Brasher Posted June 30, 2012 Share Posted June 30, 2012 (edited) I haven't really worked with this function of them yet, but it looks like you can make custom trigger zones that can be clicked on. If you placed such a custom trigger box around your headstone, then when the cursor pointed at the trigger zone it would appear to be pointing at the headstone. You would write a custom script and not use a canned one. It sounds like you already have a script for your headstone. If it is a functional script, you can just move it to your trigger zone. Edited June 30, 2012 by David Brasher Link to comment Share on other sites More sharing options...
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