blazeda59 Posted April 11, 2013 Share Posted April 11, 2013 (edited) I've been doing my nut in for the last 7 hours or so trying to get a bloody force greet to work which I finally got working...well sorta. The player has to enter the trigger twice for it to trigger for some reason got me buggered why?? anyway I finally get it sorta working and now another trigger that was working fine before wont enable from a totally separate script anymore. Everything worked when I first set it up besides the force greet but the closer i got to getting it to work the more it broke other s***. Anyway there's way to much to go through and post so I'll just give a basic run down of how I set things up so maybe someone can point out the stupid little tick-box I missed or bracket i left off the end.Quest starts players teleported into a cell controls are enabled and the force greet trigger is enabled. The player has to walk into the trigger twice for it to trigger?? now this is the one problem I've had from the very start I'm thinking its cos its a force greet from sitting package being used as I want the player to walk up to the speaker not the other way around. Anyway Quest continues player exits cell finds the speakers lock picking kit which when picked up should enable the problem trigger to enable but it doesn't? now here's whats really pissing me off...It did it used to work fine but now and with no change to it or the script how could the force greet brake it? If I leave the trigger to be enabled on start it works and I can give the speaker her tools and I know the code attached to the item is firing as the other inputs in the code work its just the one line that doesn't give an error. I've done and redone the property's a few times but still nothing so as you can imagine I'm about ready to go all dragonborn in this *censored*!!! Any help on why this is happening would be great thanks. This is the code to trigger the force greet: Quest Property MLFQuest Auto Event OnTriggerEnter(ObjectReference akActionRef) if(game.getPlayer()==akActionRef) MLFQuest.SetStage(2) Self.Disable() endif EndEvent Here's the code on the item: Quest Property MLFQuest01 Auto ObjectReference Property ToolTrig Auto Event OnActivate(ObjectReference akActionRef) ToolTrig.Enable() ;Problem line MLFQuest01.SetStage(10) ;This Fires EndEvent This is the code from the problem trigger: ObjectReference Property Tools Auto Quest Property MLFQuest01 Auto Event OnActivate(ObjectReference akActionRef) if(game.getPlayer()==akActionRef) Game.GetPlayer().RemoveItem(Tools) Utility.Wait(3.0) MLFQuest01.SetStage(11) Self.Disable() endif EndEvent That all works if I enable the trigger from start like i said so yeah I don't know. Edited April 11, 2013 by blazeda59 Link to comment Share on other sites More sharing options...
IsharaMeradin Posted April 11, 2013 Share Posted April 11, 2013 Quest starts players teleported into a cell controls are enabled and the force greet trigger is enabled. The player has to walk into the trigger twice for it to trigger?Stab in the dark. Does the player get teleported inside the trigger box? If so, that doesn't count as entering. Make sure there is plenty of room between the teleport point and the trigger box. Link to comment Share on other sites More sharing options...
blazeda59 Posted April 12, 2013 Author Share Posted April 12, 2013 Thanks for the reply. Its all good I got it working for some reason you cant enable a non object with code ie a trigger which is pretty stupid if you ask me :blink: and no the player is teleported through a door off camera to the new cell then moved into the start trigger using another trigger just out side the teleport door been through most of this stuff before in the geck :biggrin: at least i could enable triggers with code in that. Anyway as for the force greet I found that the reason the player has to walk into it twice is there isnt enough time for the script to fire from the time the player enters the cell and you enter the trigger because of the other quest stuff ive got firing so its just a matter of fine tuning a few things. I've got most of the main quest working but now I have a new problem. I'm trying to setup part of the quest so a quest objective is complete when you find and specific npc only problem is the npc moves around. I know how to set it up through a quest allies but I want it so you have to find him without a radar marker. So I pretty much just want to set it up that once the player gets within a certain distance the objective is complete. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted April 12, 2013 Share Posted April 12, 2013 Look into some of the LOS (line of sight) scripting options. There might be something that you can use to determine whether or not the player can see the actor in question. I've not used those myself so not too sure how they work. Link to comment Share on other sites More sharing options...
blazeda59 Posted April 12, 2013 Author Share Posted April 12, 2013 Again thanks for the reply the LOS stuff was exactly what I needed, took me a bit to figure out where to put the code but I finally got it. Now on to the next stage :biggrin: Link to comment Share on other sites More sharing options...
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