Vault gear door problems

Post » Sat Nov 27, 2010 3:08 pm

Im making a vault and im trying to get a gear door to open with animations and such but when i activate the control panel it clicks and nothing happens?
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Daramis McGee
 
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Post » Sat Nov 27, 2010 7:02 pm

1) Switch is set to be persistent
2) On the vault gear door's "Activate Paretnt" tab, right click then "New". Select the swicth by picking from cell & persistent ref lists or use "Select Reference in Render Window" and when hovering over the swich, the cross hair turns from red to white - double click on the switch.
3) Optional - Check the 'Parent Activate Only" flag if you only want the switch to open the door, and not by clicking on the door itself.
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alicia hillier
 
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Post » Sun Nov 28, 2010 5:02 am

Thanks but it didnt work.
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Ashley Clifft
 
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Post » Sat Nov 27, 2010 5:31 pm

Thanks but it didnt work.


Wouldn't the control pad and the door need to be linked using the "linked ref" button? Or have you already done that
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naana
 
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Post » Sat Nov 27, 2010 3:13 pm

Well, that all depends if you are using the objects that alredy have scripts and whatnot on them for use with Bethesda cells, or you are making one from scratch. My instructions were for using a gear door and switch that did not have any vanilla scripts running on them. The vanilla script on the "VGearDoorControlPanel" is setup to open the gear door via a Linked Reference (not an activate parent) and set off Klaxon lights using the Activate Parent of the Klaxons as well. If you are using the vanilla switch with the pre-defined script on it, then ya, You need to make the gear door persistent and set the gear door as the linked reference of the switch - you do that from the Linked ref tab of the switch.
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Mackenzie
 
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Post » Sun Nov 28, 2010 3:50 am

Ive made progress but not much, the switch on the control pod moves but the door does nothing. I have the "CG04Vault101ControlPod SCRIPT for the control switch and the VaultDoorSCRIPT set for the door.
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Da Missz
 
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Post » Sat Nov 27, 2010 7:29 pm

You could just make your own unique switch, take the script off, then set it as the activate parent to the door. That would be so much simpler...
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luis dejesus
 
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Post » Sun Nov 28, 2010 5:11 am

Well, that all depends if you are using the objects that alredy have scripts and whatnot on them for use with Bethesda cells, or you are making one from scratch. My instructions were for using a gear door and switch that did not have any vanilla scripts running on them. The vanilla script on the "VGearDoorControlPanel" is setup to open the gear door via a Linked Reference (not an activate parent) and set off Klaxon lights using the Activate Parent of the Klaxons as well. If you are using the vanilla switch with the pre-defined script on it, then ya, You need to make the gear door persistent and set the gear door as the linked reference of the switch - you do that from the Linked ref tab of the switch.

Thanks alot i got it!!!
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Mr. Ray
 
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