Use an activator to enable a disabled static?

Post » Tue Mar 16, 2010 12:15 am

This code is attached to a Lever activator. It should cause a static to become enabled, but doesn't work at all, the lever doesn't even move with this script. Any ideas?

Begin OnActivate     Activate     RefiningTankActivateNoise.Enable 	   End

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Richard
 
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Post » Mon Mar 15, 2010 9:42 pm

This code is attached to a Lever activator. It should cause a static to become enabled, but doesn't work at all, the lever doesn't even move with this script. Any ideas?

Begin OnActivate     Activate     RefiningTankActivateNoise.Enable 	   End



THe activate acts as a return -- thus the second line is never processed -- Try changing the order of the lines to this instead :

Begin OnActivate     RefiningTankActivateNoise.Enable     Activate	   End

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Marcia Renton
 
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Post » Mon Mar 15, 2010 10:08 pm

Thanks, that worked.

But there is still a problem in that the lever does not move.

With no script applied, the lever will move back and forwards (it is the lever you get for opening gates in dungeons).

Activate should make the lever move shouldn't it?

Or do I need to call an animation of some kind?
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Joanne Crump
 
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Post » Mon Mar 15, 2010 2:35 pm

Thanks, that worked.

But there is still a problem in that the lever does not move.

With no script applied, the lever will move back and forwards (it is the lever you get for opening gates in dungeons).

Activate should make the lever move shouldn't it?

Or do I need to call an animation of some kind?


Not sure but it might require calling the animation group (ie. forward, backward, open, or close) - Haven't looked at the switch lately - Do you know where the switch is used in game so that you can see if they place a script on it to call the animation when activated when it is used ? you might need to add another line to your script to call the animation depending on what the animation loop is called in the NIF.
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tegan fiamengo
 
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Post » Mon Mar 15, 2010 1:07 pm

Activators never do anything on activation unless you script them to do it. JDFan is right, you need playgroup to trigger the animation. In almost all cases it is forward for the first anim and backward for the next anim. So the first time you probably want to use playgroup forward 0. You don't need the 'activate' in the script at all.
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NeverStopThe
 
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