pcaviator Posted August 11, 2019 Share Posted August 11, 2019 (edited) I have a mine wall that the player needs to pick away at to expose a Nord crypt. On the other side of the wall is a wandering skeleton. My problem is that you can hear the skeleton from inside the mine which is not my intended scenario. I would prefer the skeleton not to make a warning sound until after the player has broken through the mine to the crypt & entered into the crypt itself. Any ideas on how to achieve this? [EDIT] Never mind - I'm trying 'edit base' - sound - sound level - silent Edited August 11, 2019 by pcaviator Link to comment Share on other sites More sharing options...
maxarturo Posted August 11, 2019 Share Posted August 11, 2019 You can have it in a disabled state and enable it once the wall is destroyed. Link to comment Share on other sites More sharing options...
cumbrianlad Posted August 11, 2019 Share Posted August 11, 2019 maxarturo's suggestion is good. You'd have to add a custom script to the barrier, so that when the barrier destruction is complete, the skeleton reference is enabled. If this is part of a quest, say with a stage requiring the player to find the secret crypt, you could include the skeleton as an alias in the quest, then enable the reference alias in the papyrus fragment for the stage that the crypt has been discovered. All the best with it. Link to comment Share on other sites More sharing options...
maxarturo Posted August 11, 2019 Share Posted August 11, 2019 (edited) cumbrianlad, this is one way to do this, but there is a simplier way. This will only work if the barrier is a " DESTRUCTIBLE " object - Activator. Place this script to the Activator - Destructible Object and fill in the Script's properties according to how many Stages your Activator has : Actor Property MyActor Auto {Link Ref the Actor to Enable when Barrier is destroy} Int Property OldStage = 3 Auto {The destruction stage that is before the stage you want the Event to trigger at - Default = 3} Int Property NewStage = 4 Auto {The destruction stage that you want the Event to trigger at - Default = 4} Event OnDestructionStageChanged(int aiOldStage, int aiCurrentStage) if (aiOldStage == OldStage) && (aiCurrentStage == NewStage) MyActor.Enable() EndIf EndEvent Edited August 11, 2019 by maxarturo Link to comment Share on other sites More sharing options...
cumbrianlad Posted August 11, 2019 Share Posted August 11, 2019 Well, well! You live and learn, as they say. Thanks for that. I thought i was giving you advice, but you've ended up teaching me! Nice. Thanks again Link to comment Share on other sites More sharing options...
maxarturo Posted August 11, 2019 Share Posted August 11, 2019 Well, well! You live and learn, as they say. Thanks for that. I thought i was giving you advice, but you've ended up teaching me! Nice. Thanks againWe all learn something new everyday... Link to comment Share on other sites More sharing options...
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