pcaviator Posted May 12, 2020 Share Posted May 12, 2020 I have 4 Nordic puzzle pillars (NordefaultPuzzlePillar01Nofurn). Ordinarily the player would activate the pillars into the correct sequence & pull a lever to open a gate on the right combo. My circumstance is different, the player cannot access the pillars directly, but I want the player to activate a separate activator object (say a switch) that will change each of the pillars to their correct solution when the switch is activated (the solveState property of each of the puzzle pillars). I cannot seem to find the right papyrus code for this. Thanks in advance. Link to comment Share on other sites More sharing options...
cumbrianlad Posted May 13, 2020 Share Posted May 13, 2020 All I can think of at the moment is this... Have a set of pillars that aren't linked in the usual way... so they turn but do nothing. These are your 'Dummy Pillars'. It might be best if these are static versions of the pillars so the player can't interact with them and move them. In CK, Add duplicates of the pillars that actually are linked and work. These are your 'real' pillars. Add an x-marker and make it the enable parent of both your dummy pillars and real pillars. If the x-marker is initially enabled, leave the original pillars with 'Opposite to parent' un-checked, so that these are what the player first finds and fiddles with... to no effect. Make the final solved pillars enable state 'opposite to parent', so that when the player uses the lever and moves these into the right place, the door etc opens. At the lever, attach a script that enables an object using the Event 'OnActivate'. Make the script to alter the enable state of the x-marker. That will swap the useless pillars for the ones that work. Link to comment Share on other sites More sharing options...
Recommended Posts