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Posted (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 doorway

So 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 by Cryptdick
Posted
- 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".

Posted (edited)

This meight also help :

 

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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 by maxarturo
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