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Resizing trigger box stops script from firing.


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You could try the state method if you think the bool variable is the cause. It would be something like:

 

 

AutoState Waiting
    Event OnTriggerEnter(ObjectReference akActionRef)
        if akActionRef == PlayerRef
            xMarkerSpell.placeAtMe(MyMagFX)
            xMarkerSpell.placeAtMe(MyFX)
            xMarkerSpell.placeAtMe(myFXShader)
            Utility.Wait(Delay)
            EnObj1.Enable()
            MySND.Play(SNDHere)
            GoToState("Done")
        EndIf
    ENDEVENT
EndState

State Done
    Event OnTriggerEnter(ObjectReference akActionRef)
    EndEvent
EndState

 

 

EDIT: ROFL You beet me to it!!! Congrats on figuring it out.

Edited by IsharaMeradin
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Good to know it's sorted. No wonder I couldn't be more help since it was script related. Papyrus and me get on like cats and dogs!

 

On the testing on saves that have seen the mod, I've just done that deliberately for testing my expansion. I made a set of saves with the last update to the mod loaded and tested at various points to see if the new version could be added as an update or needed to be downloaded and played on a new game. I did it because while I was pretty certain I'd not altered any scripts/properties/quests in any way that could cause a problem, I couldn't be sure because I'd amended that much.

 

All other tests are done on my set of clean saves, unless I'm altering something I know won't be affected by using the old save.

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