Jump to content

Detecting object activation in quest script


Jiggle

Recommended Posts

I made a test quest with priority of 75, not sure if that effects anythin or not, and Start Game Enabled.

 

I then attached a quest script:

 

 

scn zPowerStationFixScript

Begin Gamemode

    If Player.activate zPowerStationMShelf03
        showMessage zNRzDummyMSG
    endif
end
 

 

The idea is to detect when the player activates the zPowerStationMShelf03, which is just an activator, but nothing happens when its activated. I can apply the script directly to the activator, but I have a large number of objects that the player can activate and a single script monitoring them all seems like it would be easier to keep track of which have been activated and which haven't.

 

The above is just for testing, but I can't figure out what I'm doing wrong, any ideas?

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...