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Showing results for tags 'triggerbox'.
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Long story short Im trying to make it so when the player enters a trigger box, it will advance the quest, I have added the quest as a property of the trigger box and use this code snippet: Event onTriggerEnter(objectReference triggerRef) Actor actorRef = triggerRef as Actor if(actorRef == game.getPlayer()) ZeroGGrubQuest.SetObjectiveDisplay(15) ZeroGGrubQuest.SetStage(15) Endif Endevent but its not compiling and I know it is because of something to do with advancing the quest cause it compiles just fine without it. But considering the quest is in its properties, Im at a loss. Any pointers?
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I have this code attached to a trigger volume. All the properties are filled correctly, it the notification after the GameHour checks never shows, and nothing after it works. Does anyone know what's wrong? Scriptname MyTriggerScript Extends ObjectReference Actor Property PlayerREF Auto Actor Property Zarroc Auto Quest Property IQ01 Auto GlobalVariable Property GameHour Auto Event OnTriggerEnter(Actor AkActionRef) If AkActionRef == PlayerREF Debug.Notification("Player entered trigger.") If GameHour.GetValue() >= 23 && GameHour.GetValue() < 24; time is 11 PM Debug.Notification("Player entered trigger at correct time.") If IQ01.GetStage() == 45 IQ01.Setstage(55) Zarroc.Enable() Zarroc.EvaluatePackage() EndIf EndIf EndIf EndEvent Anyway, the first if check runs, but not the next or anything in it. It compiles correctly. Does anyone see the issue?
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- triggerbox
- trigger volume
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Hello, all. Completely new to scripting in Papyrus. I've been checking out the creation kit wiki and attempting to figure out whether or not I can create trigger box that would be able to ragdoll the play without killing them, along the lines of the player tripping if they walk over it or something. I've attempted attaching magic effects that use the stagger archetype as well as using the default voicepusheffect script, as I know that is used for some mods that trigger ragdolls with spells and such, but I'm having no luck. I've tried variations of ApplyHavokImpulse as well, but it seems that you're unable to target the player, unless I'm doing something wrong. I was hoping someone could tell me whether it's possible to actually apply a script to a trigger box that could apply this effect. Bonus points if it's possible to apply other magic effects to the player through the trigger, because I have some ideas for things other than simply ragdolling that may require magic effects. Thanks in advance.
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It's actually not even a quest per se, I just need to enable some additional dialogue after the player walks into a certain room. I had it working briefly, but then I ruined the plugin (and didn't have any old versions backed-up, oh no! fool!) and had to rebuild most of it...and now the second batch of dialogue no longer shows up in the game. The triggerbox is working, according to the messagebox debugger attached to it -- but the dialogue quest that it is supposed to trigger is not. This is the script I'm using: Scriptname SSCSkoomaRoom extends ObjectReference Quest Property DialogueSweetSpotChildSkooma Auto Int RunOnce Actor Property PlayerREF Auto Event OnTriggerEnter(ObjectReference akActionRef) If akActionRef == Game.GetPlayer() ; If RunOnce == 0 DialogueSweetSpotChildSkooma.start() Debug.MessageBox("Trigger worked") RunOnce = 1 I don't have any conditions set on the quest to stop it running, I don't have it toggled as requiring an event to start (NONE), and my voice files are in the same folder as the other dialogue quest which is working, and have all been recorded/saved accordingly to make them active. And I'm at a loss. Does anyone know how to properly enable a new quest to start based on a player entering a triggerbox? None of the tutorials I've been able to find have helped, either because they don't apply to what I'm trying to do or because I'm not experienced enough to figure out what they're telling me to do! Any help would be wonderful. The mod is this close to being finished...but I've hit a wall that I just can't get around. Help, please!
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