Cryptdick Posted March 31, 2019 Share Posted March 31, 2019 (edited) Hey fellow modders, I'm attempting to set up the following:Player enters room, takes item off of pedestal trap -> Spikes close off doorway (activated by pedestal) behind player and ambushing actor activates -> Ambushing Actor is killed -> Activates TrapLinker -> Opens spike traps blocking doorwaySo from what I've got, I have an ambushing Wispmother that is activated by a pedestal trap and the spikes block the doorway behind the player, that's working fine. But, since I'm using the defaultActivateLinkedRefOnceOnDeath script that will activate a trapLinker, I can't set up a second linked ref to the TrapLinker that opens the "spike door" on their death since it replaces the Linked Ref to the ambush furniture.Any suggestions are greatly appreciated!Source: http://tesalliance.org/forums/index.php?/topic/4867-how-do-you-make-a-door-open-when-when-you-kill-an-enemy/ Edited March 31, 2019 by Cryptdick Link to comment Share on other sites More sharing options...
maxarturo Posted March 31, 2019 Share Posted March 31, 2019 - If you want the "TrapLinker" to activate the "spike traps" put on the "TrapLinker" a "defaultActivateActivateLinkedRefOnce". - If you want the "Ambushing Actor is killed" to activate "TrapLinker" and "spike traps", then you will Link the ACTOR to an xMarker Activator with a Trap Lever script, then Link the xMarker activator (Activate Parent) to the "TrapLinker" and the "spike traps". Link to comment Share on other sites More sharing options...
maxarturo Posted March 31, 2019 Share Posted March 31, 2019 (edited) This meight also help : Scriptname aXMD_OpenRefActivateRefonActorsDEATH01 extends ObjectReference {Opens 2 doors and Activates 2 Ref uppon Actors death} ObjectReference Property Door01 Auto {Opens Door Ref} ObjectReference Property Door02 Auto {Opens Door Ref} ObjectReference Property xActivator01 auto {Activates xMarker Activator or lever or trap} ObjectReference Property xActivator02 auto {Activates xMarker Activator or lever or trap} Auto State PreActivation Event OnDeath(Actor killer) Door01.SetOpen() xActivator01.Activate(self) Utility.Wait(3.0) Door02.SetOpen() Utility.Wait(3.0) xActivator02.Activate(self) gotoState("PostActivation") EndEvent EndState STATE PostActivation ;Do nothing EndState You can set the time between activations by tweaking the "Utility.Wait(3.0)" 2.0 - 1.0 - 0.0 or what ever time you want.Or remove the "Utility.Wait(3.0)" from the Script then everything will open and get activated uppon Actors death. Edited March 31, 2019 by maxarturo Link to comment Share on other sites More sharing options...
Cryptdick Posted March 31, 2019 Author Share Posted March 31, 2019 Thx for the help! After a few frustrating attempts I finally got it working how I want it. You rock. Link to comment Share on other sites More sharing options...
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