trashgarbage666 Posted January 4, 2020 Share Posted January 4, 2020 I'm trying to make NPCs smoke and take damage when they stand in fire. My idea so far is to place a cubic activator in the fire, give it a script with an OnTriggerEnter and OnTriggerLeave block, and have those blocks toggle a spell on NPCs that enter and exit. It works like a charm, but only if the NPC is alive. I was kinda hoping I could throw dead NPCs into the fire and watch them burn, but it seems that corpses don't trigger OnTrigger blocks. Maybe someone here knows a different method or script block I could use for corpses? Thanks for reading! Link to comment Share on other sites More sharing options...
WarMachineDD7 Posted January 5, 2020 Share Posted January 5, 2020 The wiki mentions EnterTrigger as an option, but from reading it, it seems you'd have to manually call it for each object that enters the trigger, which means you'd have to set up a different event to catch it happening. Link to comment Share on other sites More sharing options...
Radioactivelad Posted January 8, 2020 Share Posted January 8, 2020 The unmarked quest 'A Final Plan for Esteban' involves bringing a corpse to a specific location. Maybe that would have some ideas? Link to comment Share on other sites More sharing options...
madmongo Posted January 11, 2020 Share Posted January 11, 2020 The Esteban quest triggers off of the player entering the trigger area. It doesn't trigger off of the corpse. The script is VMcCarranCorpseActivatorScript if you want to take a look at it. It uses IsPlayerGrabbedRef to see if the player is grabbing the corpse when entering the trigger. I don't think it helps punchbattle much, unfortunately. Link to comment Share on other sites More sharing options...
Mktavish Posted January 12, 2020 Share Posted January 12, 2020 Hmmm ... but maybe using "GetPlayerGrabbedRef" is the way to do it ? Since possibly it is not working because the player is what is triggering the Enter block , thereby the corpse cannot get the effect added ? But if corpses won't trigger it , then could still get the GrabbedRef like this in same script with its own block ... ~~~~~~~~~~~~~~~~~~~~~~~~Scn MyTriggerScript Ref rCorpse Begin OnTriggerEnter PlayerRef Set rCorpse to GetPlayerGrabbedRef If GetDistance rCorpse <= 25 rCorpse.CIOS MyFireEffect endifEnd~~~~~~~~~~~~~~~~~~~~~~~~~~~ Or some other convoluted way , because possibly an actor effect will no longer work when they are dead ??? Link to comment Share on other sites More sharing options...
dubiousintent Posted January 16, 2020 Share Posted January 16, 2020 How about swapping the "corpse" with a ragdolled "unconscious actor" upon the "IsPlayerGrabbedRef" trigger, and have the fire effect "KillActorAlt" them? -Dubious- Link to comment Share on other sites More sharing options...
trashgarbage666 Posted January 21, 2020 Author Share Posted January 21, 2020 Sorry for the long absence! The day after I posted this, I suddenly got really busy. But I'm back now, and it looks like you guys were able to come up with lots of different suggestions in the meantime! I'll report back later to let you guys know if I had any luck. Link to comment Share on other sites More sharing options...
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