Problem with weaponrackactivatescript

Post » Sun Apr 19, 2015 10:33 am

Hello,

Here's my problem : I'm trying to create a custom weapon display system. I'm using weaponrackmid as trigger and weaponrackmidactivatorplayerhouse as activator. In order to make it work as I want it to, I need to reduce the size of the displayed Staff, when the weapon placed is a staff. As I don't want to edit the weaponrackdisplayscript that goes with the baseID weaponrackmidactivatorplayerhouse, I create a new baseId by duplicating, and attach to it a new script which is nothing else than a copied/pasted of the content of the original script, with just one line added to setscale 0.83 the displayed staff.

The script itself works fine. I filled every property that could not be auto-filled, and when I place a staff in the rack, it appears with the 0.83 scale, as intended. But, the activator isn't disabled when a weapon is placed.

I've done everything as it should be, linked the weaponrackmid with the activator and vice versa, linked the wrackactivator keyword and wracktrigger keyword as it should be done. But it seems that the weaponracktriggerscript attached to the baseId of the weaponrackmid, supposed to disable the activator when a weapon is placed in the rack, doesn't work with my new form of activator.

Any idea of what goes wrong?

Thank you...

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Benji
 
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