I'm an amerature modder working on my first feature-length quest mod. In one early section in a Dwemer ruin I would like it so that the player must pull a switch in a bare but blatantly dangerous room which will trigger a series of machinery and ambushing NPCs that will threaten the player until a 'timer' is reached and the way out opens.
Currently, I have essentially all but one major factor functioning or fully planed out so far - and that's that my custom sound effect, a ticking countdown, will not play when I activate the switch.
I have the process set up like this:
TrapTriggerBox 1 (activates when the player gets near the switch, closes the doors behind the player)
- - >
Switch (enables a linked ref, a second trigger box that the player is automatically standing in)
- - >
TrapTriggerBox 2 (starts disabled, is the activate parrent of some flamethrowers that I know fully work, and has an additional script DefaultPlaySoundAtLinkSCRIPT. Is linked to a nearby Xmarker)
- - >
Xmarker
DefaultPlaySoundAtLinkSCRIPT is, of course, a default script and has been filled out as
playerOnly - <
SelectedSound - 000BFBBrokenGodRuinSurvivalTimerMark (my marker and sound)
Volume - default
Now, given that, I don't see where the problem is, and why the sound won't play at the Xmarker..?
If anyone had any adivice or an alternate solution, I'd be very greatful for the help!
