I have 2 Activators, the 1st has this script on it and I have set it a linkedref to the 2nd Activator.
Scn DalekFieldControlPanelScriptInt bSwitchInt bDoOnceRef rLinkedBegin OnLoad If bSwitch == 1 PlayGroup Forward 1 Else PlayGroup SpecialIdle 1 EndIfEndBegin OnActivate Set rLinked to GetLinkedRef If bDoOnce != 1 If bSwitch == 1 PlayGroup SpecialIdle 1 Set bSwitch to 0 ElseIf bSwitch == 0 PlayGroup Forward 1 Set bSwitch to 1 EndIf If rLinked != 0 && IsActionRef Player == 1 rLinked.Activate Player EndIf Set bDoOnce to 1 EndIfEndThe 2nd Activator has this script attached to it and it has a linkedRef set back to the 1st Activator.
Scn DalekForceFieldScriptShort bOnceRef rLinkedRef rSelfBegin OnLoad If bOnce == 0 Playgroup Forward 0 Set bOnce to 1 EndIfEndBegin OnHitWith NVDLC03SonicWeaponList If NVDLC03MQ03.bSonicEmitterUpgraded == 1 Set rSelf to GetSelf Set rLinked to GetLinkedRef If rLinked != 0 rLinked.Activate rSelf EndIf PlaySound OBJForceFieldDeactivate Disable EndIfEndBegin OnActivate Set rLinked to GetLinkedRef Set rSelf to GetSelf If rLinked != 0 rLinked.Activate rSelf EndIf PlaySound OBJForceFieldDeactivate DisableEndWhat I'm after is that if the 2nd Activator (forcefieldwall) is brought down by the sonic emitter or it receives an activation from the 1st or a master activator then it triggers the animation state change on the 1st Activator.
The 1st activator I only want to send the activation to the 2nd when the player activates it.
I've compiled both scripts fine and cross linked the linked references but it doesn't work, One thing I'm not too sure of is if I can pass the reference over and actually have it trigger the OnActivate block. I don't want to pass the references directly as I want to setup 5 instances of this so I really don't want 5 versions of the same script when linkedRefs might work.
Oh and I know I have some redundant code in the 1st script, I was just keeping that if I needed it for another script.