Baaleos Posted July 19, 2020 Share Posted July 19, 2020 I am creating a cave/dungeon interior which has the bloodskaal puzzle door : TempleEntrancePuzzle01 + TempleEntrancePuzzle02 - as the entrance.Instead of opening via bloodskaal blade, the player must put their blood into a blood basin etc.Opening the door is fine - that plays without a hitch.However... I would like the door to eventually close again.I am conscious that there is no closing animations for these objects, so the closest I think we could do would be to 'reset' the object somehow - when it is off-screen. I've tried a number of things - but nothing seems to close the door.I've tried using onCellAttach and onCellDetach etcBut everytime I coc to the cell - the door is in its open state.Even using console and doing disable/enable - the door/entrance disappears, reappears, and then re-opens etcThe debug statement does play. Event OnCellAttach() resetDoor() endEvent Function resetDoor() Debug.Notification("Reset Door") Door01.playAnimation("NONE") Door02.playAnimation("NONE") Door01.Reset() Door02.Reset() Endfunction Any ideas? Link to comment Share on other sites More sharing options...
Baaleos Posted July 19, 2020 Author Share Posted July 19, 2020 Managed to achieve a pseudo reset via deleting the doors and respawning new ones in their place Function resetDoor() Debug.Notification("Reset Door") ObjectReference obTemp = Door01.PlaceAtMe(ReplacementDoor01) ObjectReference obTemp2 = Door02.PlaceAtMe(ReplacementDoor02) if !obTemp Debug.Notification("Respawn failed") return endif float fPosX = Door01.GetPositionX() float fPosY = Door01.GetPositionY() float fPosZ = Door01.GetPositionZ() obTemp.SetPosition(fPosX, fPosY, fPosZ) obTemp2.SetPosition(fPosX, fPosY, fPosZ) Door01.DisableNoWait() Door02.DisableNoWait() Door01.Delete() Door02.Delete() Door01 = obTemp Door02 = obTemp2 Endfunction Link to comment Share on other sites More sharing options...
Thandal Posted July 19, 2020 Share Posted July 19, 2020 Which game? Link to comment Share on other sites More sharing options...
Baaleos Posted July 20, 2020 Author Share Posted July 20, 2020 Skyrim SE- my bad- should have led with that. Link to comment Share on other sites More sharing options...
Oblivionaddicted Posted July 20, 2020 Share Posted July 20, 2020 Post on Skyrim SE forums then. Link to comment Share on other sites More sharing options...
Sphered Posted July 21, 2020 Share Posted July 21, 2020 Stay classy peeps. Really Anyway an actual helpful answer OP. I looked at the behavior this uses and there are animations by name that operate it <hkcstring>Done</hkcstring> <hkcstring>Reset</hkcstring> <hkcstring>Play01</hkcstring> <hkcstring>Left</hkcstring> <hkcstring>Play02</hkcstring> <hkcstring>Play03</hkcstring> <hkcstring>Play04</hkcstring> <hkcstring>Event00</hkcstring> <hkcstring>Play05</hkcstring> <hkcstring>SoundPlay.OBJBloodskalPuzzleStoneMove</hkcstring> <hkcstring>SoundPlay.OBJBloodskalPuzzleDoorOpen</hkcstring> <hkcstring>SoundPlay.OBJBloodskalPuzzleEnergyRise</hkcstring> </hkparam> Going off memory ATM but try PlayAnimation("Reset") and if that doesnt work try PlayGamebryoAnimation("Reset",True) Outside all of that, you can also try just resetting the Ref itself. ABCRef.Reset() Hope this helps Link to comment Share on other sites More sharing options...
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