tonycubed2 Posted October 17, 2012 Share Posted October 17, 2012 Greetings, Working on a nasty surprise for my Sands of Time users/victims. I placed three draugr in a cave and checked the box "starts dead". Then I placed a script on them like so (double conditons was due to testing, neither one works anyway): Scriptname SOT_Arise extends ObjectReference IMPORT Actor Event OnActivate(ObjectReference akActivator) if (akActivator == Game.GetPlayer()) if count == 0 count = 5 LIVE.Cast(Self, Self) ;debug.Notification("activated script") EndIf endif EndEvent Event OnTriggerEnter(ObjectReference akActivator) if (akActivator == Game.GetPlayer()) if count == 0 count = 5 LIVE.Cast(Self, Self) ;debug.Notification("activated script") EndIf endif EndEvent Then I created a trigger box and made sure it covered them and the area around them. then I went to each npc and in the activate parents tab I selected the trigger box. Does not work. I can : 1) activate the dead npcs by searching them and the script will fire and they will come back to life2) I can add a test notification message on the trigger box to make sure it is firing, and it does. It knows when I enter. I tried to extend both actor and object reference, no dice. help! :sad: :sad: Link to comment Share on other sites More sharing options...
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