antstubell Posted July 8, 2019 Share Posted July 8, 2019 This again. This time player blows up a rockfall to clear a path and I want a few boulders to fall out of the sky at the end of the explosion. I placed some disabled boulders, the ones used in falling rocks trap, and as a test I made a onTriggerEnter script to enable them. They enable but don't fall unless hit with a projectile. I guess there is a sneaky way to do this, after enabling them shoot a dart at the rocks but why should I have to do this. Is there a way I can just make them fall when enabled? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted July 9, 2019 Share Posted July 9, 2019 Can you have them already enabled inside the rockfall or even part of the rockfall visual? Perhaps then the blowing up of the rockfall might make them fall. Just a thought. Link to comment Share on other sites More sharing options...
RichWebster Posted July 9, 2019 Share Posted July 9, 2019 I can't check myself but is there some script attached to these in the trap warehouse cell, which runs ApplyHavokImpulse() when the trap is triggered? Link to comment Share on other sites More sharing options...
antstubell Posted July 9, 2019 Author Share Posted July 9, 2019 A valid thought. I'll see what I can do. Link to comment Share on other sites More sharing options...
maxarturo Posted July 9, 2019 Share Posted July 9, 2019 (edited) This is quite bizarre, i'm using this rocks in one of my scenes as debris after an earthquake that makes a ceiling crash down (and i'm using like 30 of those), i'm using the same logic, enable the disabled "TrapFallingRock". Just for clarification : Activators/Traps/FallingRocks/..... Now, either you have a mod install that alters havok like "Havok Positiong or Rectified System", i don't really remember the name of it, but i had come across a mod in the past that is suppose to rectified the vanilla Havok system, and i did found some wierd issues with it. Or, is SSE issue. If this is the case, then a quick work around is to place an xMarker with a light script on it that "OnTriggerEnter" will "PlaceAtMe" (at the xMarker position) the "TrapFallingRocks". * The rocks don't have in the properties and enable/disable or any other way to control their havok. Edited July 9, 2019 by maxarturo Link to comment Share on other sites More sharing options...
antstubell Posted July 9, 2019 Author Share Posted July 9, 2019 @RichWebster I don't see what you describe. Link to comment Share on other sites More sharing options...
maxarturo Posted July 9, 2019 Share Posted July 9, 2019 As i said before : * The rocks don't have in the properties and enable/disable or any other way to control their havok. Link to comment Share on other sites More sharing options...
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