Make Trap Doors Toggle-able?

Post » Fri Nov 21, 2014 8:41 pm

I have a pit with a NorShaftTrapDoor01 over it. I can set it to initially opened or closed, but wither way, there is no way for the player to open or close it manually. I know how to attach controls like pull chains to a door, but how do you make the door trigger itself by interacting on it?

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Johanna Van Drunick
 
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Post » Fri Nov 21, 2014 8:56 pm



Make a trigger box and place it on the Trap door, attach a DefaultActivateOnEnterTrigger script, set the trigger box as the activate parent for the trap door, then set the properties any way you wish, ie: player only activate, player and followers, etc..

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Charlotte Buckley
 
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Post » Fri Nov 21, 2014 9:39 pm

Thanks, that makes sense for the most part, but "TriggerBox" doesn't seem to do anything when dragged into the render window. There is a "TriggerBox256x128" that creates a large orange box. I also found a script "defaultActivateSelf", but not a "DefaultActivateOnEnterTrigger".

Using the "TriggerBox256x128" + "defaultActivateSelf" causes the door to open when the player walks over it. Which is useful for some cases, so I'm glad I know how to do that. But I'm not sure if "TriggerBox256x128" is the trigger box I should be using, and I think I need a different script. None of them looked like "ActivateOnEnter".

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Lexy Corpsey
 
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Post » Sat Nov 22, 2014 11:12 am


My bad defaultactivateself is correct. If you click on the trap door, then click the create trigger box, it is on the top taskbar in the CK it is a box with a "T" in it. A window will open where you can select the type of trigger you want (DefaultActivateSelf) once you click ok an orange box will appear in the render window over your trap door (as long as markers are toggled on) . You can make it bigger or smaller if need to just don't go any smaller than 128x128. anything smaller doesn't always work correctly. Then fill the properties the way you want them.

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carly mcdonough
 
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