DirtieHippie Posted May 3, 2015 Posted May 3, 2015 I know this forum isn't a modding troubles forum specifically. But I like the community here better then others.  Anyways, I have been trying to create a new mod related to paradise halls. And I can't seem to get the trigger box that suppose to start the initial quest to work. If anybody has some suggestions to get this to work I'd appreciate it. I have been struggling with this problem for days and it is extremely annoying.  In my new cell I choose a random object and created a new trigger. I expanded the trigger primitive to take up a large part of the room. The trigger object has  a unique name, all of the rotations are set to 1 (an online source said there was a bug that triggers with the rotations set to 0 won't work), and the player activation box is checked. The script has the properties pointing to the quest and the player. And here is the script.   Scriptname PAHHippieStartSlaveShipQuestScript extends ObjectReference{The start of the Slave Ship Quest}int RunOnceQuest Property PAHHippieSlaveShipQuest AutoActor Property PlayerREF AutoEvent OnTriggerEnter(ObjectReference akActionREF)If akActionREF == PlayerREFDebug.messagebox("Activated")If RunOnce == 0PAHHippieSlaveShipQuest.Start()PAHHippieSlaveShipQuest.SetStage(0)PAHHippieSlaveShipQuest.SetObjectiveDisplayed(0)RunOnce = 1EndIfEndIfEndEvent   I added the debug message box line to see if the trigger box wasn't working or if the quest starting code wasn't working.  I must be missing something obvious. But I have read online tutorials and suggestions from other places until my eyes are bleeding.
Veladarius Posted May 3, 2015 Posted May 3, 2015 You don't need 'Player Activation' checked, non of mine are and they work fine. I didn't check any boxes at all actually, all I did was set the size, name it and make the scripts.
DirtieHippie Posted May 3, 2015 Author Posted May 3, 2015 Thanks. I'll give that a go. That was one of the many suggestions I have read about.
DirtieHippie Posted May 3, 2015 Author Posted May 3, 2015 Thanks Veladarius. All the tutorials and suggestion I read said the player activation box was deathly important. But thanks to your suggestion I unchecked it and changed the collision geometry to L_TRIGGER, and it fired off right when the player walked through as it's suppose to. Now I can finally move on with the rest of the quest creation. You are a scholar and a gentleman.
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