OnTrigger: Start Scene Not Working?

Post » Mon May 06, 2013 7:13 pm

I want when the player enters the room make an invisible voice say "You will not win", then spawn a demon.

Now, I thought of trying to figure out how to create a scene by making a trigger which makes a merchant in the room scream "Help me!"

Scriptname GSQTestMerchantSceneTriggerScript extends ObjectReference  Scene Property MerchantScene  Auto Event OnTrigger(ObjectReference akActionRef)    MerchantScene.ForceStart()EndEvent
I've tried
    MerchantScene.Start()
as well. I've tried looking for if I've failed to do anything with my scene but I haven't found anything... How exactly are you supposed to start a scene anyway?

Oh, and about the invisible voice... I've followed a tutorial on youtube (I'm not allowed to post links yet) named "Skyrim Creation Kit Tutorial 03: Forcing the Player to Act, but I'm not sure the spawning of an invisible man will be good for my scenario as the player can walk around freely, thus run into him even if he's invisible. Is there any other way?

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Tamara Dost
 
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Post » Mon May 06, 2013 6:44 pm

Did you fill the scene property in the CK (resolve it to the object using Auto-fill or point it manually)?

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Pumpkin
 
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Post » Mon May 06, 2013 7:40 pm

As I do not know what that means (even after googling and clicking around in the CK), that is probably the problem. Would it be too much to ask to beg you to explain what filling a scene property means? I have a phase, an actor, and an action (dialog), if that's what it entails.

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Amy Smith
 
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Post » Tue May 07, 2013 1:30 am

Properties function as a "glue", or go-between, from the script to external objects that reside in the Creation Kit. (They do more than this, but that is one of their primary uses). In order for properties to function properly, they need to be linked in the CK with their object equivalents. (this is because a property can be named any valid variable name; what it is called, and what it actually points to are two separate things. This is useful when you want to write a script that is re-used over and over for similar purposes, and the exact values of the properties may change from case to case).

Click the script, and select Properties. You will see a list of your defined properties. If your property name is exactly the same as it appears in the CK, just click Auto-Fill and you should see your property's value get populated with the CK Form equivalent. You can say OK and save your ESP at that point.

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chloe hampson
 
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Post » Tue May 07, 2013 8:15 am

OH! Yes, I've filled the property with the "real" scene. Thank you for writing such an amazing explanation about what properties do though. One week ago it would have made things a lot clearer to me, they should include ^that in their tutorials! ;)

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Je suis
 
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Post » Mon May 06, 2013 6:17 pm

Ok, next step, are you sure your trigger is triggering? Insert a "debug.notification("My trigger triggered!")" line in there before your first statement in the event. If you see the message then your trigger event fired. If not something is going wrong with that.

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JAY
 
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Post » Tue May 07, 2013 1:04 am

Yup, the trigger is firing. I used the debug.messagebox, though. I clicked "Force Subtitles" as well, just in case. I am wondering if there's something wrong going on with the recording of the voices, as I only recorded silence. I will look into it after work, hum :/

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Invasion's
 
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Post » Mon May 06, 2013 4:30 pm

I've gone through it again, and I have no idea why the scene isn't firing.

I even tried scripting so that the quest starts before entering the trigger where the scene is called, just in case, but nothing. You can even have a dialog with the actor, so there's nothing wrong with the voice options.

Is there any way to upload the .esp here so people can check it out?

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Mari martnez Martinez
 
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