Traps won't work

Post » Fri May 13, 2011 4:46 am

I've copied and pasted some traps to put in my vault, but none of them work. I can't even interact with them. if I stand on a pressure plate, nothing happens. Walk through a tripwire, nothing happens. And pressing E on them doesn't do anything. Before I get asked if I set up the activate reference correctly, I repeat: These are copied directly from the trap warehouse
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Joey Avelar
 
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Post » Fri May 13, 2011 10:50 am

Just because you copy them over, it doesn't mean the references will do the same.
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LADONA
 
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Post » Fri May 13, 2011 10:22 am

Sometimes when you copy objects, they become what I can only call 'corrupt'.

Its best to drag the objects from the object window if this happens to you. Then set up the trap like they are in the warehouse of traps.
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Cameron Wood
 
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Post » Fri May 13, 2011 6:59 am

Sometimes when you copy objects, they become what I can only call 'corrupt'.

Its best to drag the objects from the object window if this happens to you. Then set up the trap like they are in the warehouse of traps.


Well, they also refuse to work if I set them up by hand.
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Cathrin Hummel
 
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Post » Fri May 13, 2011 12:42 pm

Bump because I need help.

Also, the tripwires and pressure plates won't even break. if you throw grenades at them, they just sit there like a static object
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Monika Fiolek
 
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Post » Fri May 13, 2011 2:28 pm

Pick a trap, and I'll walk you through setting it up from scratch, alright?
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Danny Blight
 
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Post » Fri May 13, 2011 7:37 am

Pick a trap, and I'll walk you through setting it up from scratch, alright?


I suppose. Trip wire and a grenade bouquet
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rolanda h
 
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Post » Fri May 13, 2011 12:27 pm

1. From the object window drag and drop the following 2 objects, one of each:
a. >Activator >TrapTripwire01
b. >Activator >TrapGrenadeBunch

2. Place them where you want them.

3. On the TrapTripwire01 object, set this check box, 'Persistent Reference'.

4. On the TrapGrenadeBunch, on the 'Activate Parents' tab, right-click in the empty grid box and select 'New'.
a. Click the button 'Select Reference in Render Window'.
b. In the Render window, select the newly dropped 'TrapTripwire01' object. It should turn into a white target cursor. If it doesnt, make sure you did #3 above. Also you may need to zoom in on the tripwire to get closer to it.
c. The 'Activation Delay' should stay at zero. Click OK.
d. There should not be a line in the box that says its activate parent ref is 'TrapTripwire01' with a delay of 0.00.
e. Click Ok.

You are now done and it should work.
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Latisha Fry
 
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Post » Fri May 13, 2011 7:37 am

I am glad you picked one I have already used...

* Drag and drop the TrapTripwire object into your cell and place it where you want it.
* Set it as persistent.
* Edit its base form and make sure the 'TrapGenericTripwireScript' is attached. It should be by default.
* Drag and drop the 'TrapGrenadeBunch' object into your cell and place it where you want it.
* Click on the 'Activate Parent' tab of the grenade bunch and then right click in the blank window and select 'new'.
* Click the button that says 'Select Reference in Render Window' then move the red cross hair over the trip wire.
* When the cross hair turns white, double click to set the Activate Parent of the grenade bunch. You should see a white to blue arrow pointing from the grenade bunch to the tripwire.
* Edit the base form of the grenade bunch to ensure that the 'TrapGrenadeBunchScript' is attached to the grenade bunch. It should be by default.

That should do it.

Edit: ha ha ha. Take your pick. Oh, and if you use WillieSea's, Item 4d should read "There should now" instead of "There should not" lol.
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kirsty joanne hines
 
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Post » Fri May 13, 2011 1:25 pm

Like a :ninja: I zip through the night...

Why would you 'edit the base form'? Are you just checking to make sure the person did not remove the script from the actual object?
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Baylea Isaacs
 
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Post » Fri May 13, 2011 8:31 am

Like a :ninja: I zip through the night...

Why would you 'edit the base form'? Are you just checking to make sure the person did not remove the script from the actual object?


Ya, that's all, just to be sure. No offense to the OP, but sometimes users do the weirdest things. It probably comes from years of working in PC support, where I learned KISS-Keep it simple stupid and the infamous 1 D 10 T user error = IDIOT. I even had one user ask what the cup holder was for on her computer - she was talking about the CD-ROM drive.
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Nice one
 
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Post » Fri May 13, 2011 1:13 pm

One thing to note, even if it has the script on it, if you remove the 'name' of the object, you also cannot interact with the object, even if it is an activator.
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gandalf
 
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Post » Fri May 13, 2011 6:10 am

I am glad you picked one I have already used...

* Drag and drop the TrapTripwire object into your cell and place it where you want it.
* Set it as persistent.
* Edit its base form and make sure the 'TrapGenericTripwireScript' is attached. It should be by default.
* Drag and drop the 'TrapGrenadeBunch' object into your cell and place it where you want it.
* Click on the 'Activate Parent' tab of the grenade bunch and then right click in the blank window and select 'new'.
* Click the button that says 'Select Reference in Render Window' then move the red cross hair over the trip wire.
* When the cross hair turns white, double click to set the Activate Parent of the grenade bunch. You should see a white to blue arrow pointing from the grenade bunch to the tripwire.
* Edit the base form of the grenade bunch to ensure that the 'TrapGrenadeBunchScript' is attached to the grenade bunch. It should be by default.

That should do it.

Edit: ha ha ha. Take your pick. Oh, and if you use WillieSea's, Item 4d should read "There should now" instead of "There should not" lol.


Nice to see that there are helpful people around. thanks, and vault 41 is on the way
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Alberto Aguilera
 
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