zaira Posted January 12, 2015 Posted January 12, 2015 In my mod I use trigger boxes to detect whether the user enters or exits a cage. Therefore I have attached a script to the cage door base object that moves two trigger boxes to the door when it is activated or addressed in any other way. One in front of the door and one behind. It works perfectly with any vanilla cage - but now I want to do something similar with jail doors. I don't know why - but this won't work. Two questions: does anybody have another idea how to detect passing a vanilla door? can I visualize trigger boxes in the game like in CK? Here is the code that does the trick: Scriptname MariaEdensCageDoorScript extends ObjectReference ObjectReference Property MariaEdensCageTriggerBoxIN Auto ObjectReference Property MariaEdensCageTriggerBoxOUT Auto function PrepareTrigger() float angle = GetAngleZ() float xoffset = -(100 * math.sin(angle)) float yoffset = -(100 * math.cos(angle)) MariaEdensCageTriggerBoxIN.MoveTo(self, xoffset, yoffset, abMatchRotation = true) xoffset = (100 * math.sin(angle)) yoffset = (100 * math.cos(angle)) MariaEdensCageTriggerBoxOUT.MoveTo(self, xoffset, yoffset, abMatchRotation = true) endfunction event OnActivate(ObjectReference ActorREF) PrepareTrigger() endevent event OnOpen(ObjectReference ActorREF) PrepareTrigger() endevent event OnClose(ObjectReference ActorREF) PrepareTrigger() endevent
Storms of Superior Posted January 12, 2015 Posted January 12, 2015 Well the first thing I thought about when I read the title was triggers, but never mind.
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