Undernier Posted November 11, 2019 Share Posted November 11, 2019 Hi everyone, I'm looking for some help to create a simple button activator that would activate if a container contains a particular item. At first I thought I could simply use the "interaction conditions" box in the activator window but when I tried it on a basic button it didn't seem to have any effect and the button activated all the time without (apparently) verifying the conditions. I did find a workaround by using DefaultActivateSelf triggers instead of buttons. It seems that in the case of triggers, the interactions conditions are actually verified before triggering the activation. Alas this workaround is not very practical. Does anyone have any experience with adding simple conditions to a button? without using external scripts if possible (to keep a ps4 friendly mod)? Thanks. Link to comment Share on other sites More sharing options...
Undernier Posted November 27, 2019 Author Share Posted November 27, 2019 bump? Link to comment Share on other sites More sharing options...
niston Posted November 28, 2019 Share Posted November 28, 2019 I seem to remember running into the same problem before. You can solve with a script: - Block default activation on Load- In OnActivate event handler, check for a) activation by player and b) presence of item in player inventory- If item not present, do nothing (or show message informing the player of the lack of required items)- If item present, proceed as desired Link to comment Share on other sites More sharing options...
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