Making an anmimal activate-able

Post » Sun May 01, 2011 12:53 pm

I have a minor quest where I want to make an make an animal activate-able. Basically the player is checking out an area, finds an animal. The naimal can be clicked on/activated. If so, the player gets an item added to their inventory. Simple enough right? Not sure how to do this.

I know the script on the animal has to have an On Activate block that would handle the triggering of this and set a flag. Then in the Game Mode block the handling of the item to the player would would trigger based on the flag setting.

Possible?
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Mel E
 
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Post » Mon May 02, 2011 1:54 am

I think the OnActivate would happen when you click on the animal.

I have done this with a book and instead of the book opening to read, the script runs; I'm guessing the same would happen for the animal (by animal I assume you mean corpse?)
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jeremey wisor
 
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Post » Sun May 01, 2011 2:24 pm

I think the OnActivate would happen when you click on the animal.

I have done this with a book and instead of the book opening to read, the script runs; I'm guessing the same would happen for the animal (by animal I assume you mean corpse?)

Actually, an onactivate block on an animal will still trigger if you try to talk to an animal even if it is still alive. On NPCs it will trigger both when trying to talk to the NPC as well as when you try to loot them.
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Kelsey Anna Farley
 
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Post » Mon May 02, 2011 3:53 am

In this case it would be a live animal. I'll give it a shot and see if it works.
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(G-yen)
 
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Post » Mon May 02, 2011 12:08 am

You won't need a gamemode block, the OnActivate should handle things just fine. Keep in mind that the block only runs one time on each activation so set your variable dependent on how often you could get an item.
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Dalton Greynolds
 
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