Collision Activator Help

Post » Tue May 17, 2011 11:19 am

Ok so I have a couple of questions here. I made a script for one of my activators.
scn ScienceLabTrigger01Scriptref trapfloat timerBegin OnTriggerActor PlayerActivate ScienceLabDoor03ScienceLabDoor03.Lock 100set trap to 1endBegin GameModeif trap== 1 && timer > 20set timer to timer - GetSecondsPassedelseif trap==1 && timer < 20MessageBox "Tadaa"endifend


When testing, I run into the activator, and who would have guessed it, nothing happens D:.
My other question is, the activator is a 2d purple wall. Is there a way I can make the activator invisible, without screwing up the size of it?
If anyone could help either or both of these questions, it would be greatly appreciated.
Thanks
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tannis
 
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Joined: Sat Dec 09, 2006 11:21 pm

Post » Mon May 16, 2011 11:08 pm

The activator needs to be a trigger zone.

Use the trigger zone meshes instead. That will solve your second problem too.

\meshes\dungeons\misc\triggers\trigzone01.nif
\meshes\dungeons\misc\triggers\trigzone02.nif
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Evaa
 
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Joined: Mon Dec 18, 2006 9:11 am


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