enderalse/source/scripts/_00e_altishmarteppuzzledoorscript.psc

73 lines
1.5 KiB
Plaintext
Raw Normal View History

ScriptName _00E_AltIshmartepPuzzleDoorScript Extends ObjectReference
{
- Each ring should have its linkedRef point to the keyhole
}
import debug
import utility
ObjectReference property doorBase auto
{base piece of the door}
ObjectReference property largeRing auto
{large rotating disk of the door}
objectReference property mediumRing auto
{medium rotating disk of the door}
objectReference property smallRing auto
{small rotating disk of the door}
objectReference property doorFX auto
{dust FX for when doors opens}
ObjectReference Property collision Auto
ObjectReference Property rotatingDisk Auto
Sound Property opening Auto
Bool doOnce = True
Event OnTriggerEnter( ObjectReference ref )
if( doOnce == true )
doOnce = false
openDoor()
EndIf
EndEvent
Function openDoor()
gotoState("busy")
rotatingDisk.TranslateTo( 4368.0000, 2144.0000, 1584.0000, 0.0000, -89.9720, 180.0000, 80 )
collision.Enable()
;play FX
doorFX.playAnimation("FXDoorOpen")
smallRing.PlayAnimationAndWait( "Trigger01", "Turned0" + 1 )
smallRing.PlayAnimation( "Open" )
Wait( 1 )
mediumRing.PlayAnimationAndWait( "Trigger01", "Turned0" + 1 )
mediumRing.PlayAnimation( "Open" )
Wait( 1 )
largeRing.PlayAnimationAndWait( "Trigger01", "Turned0" + 1 )
largeRing.PlayAnimation( "Open" )
;open main door
opening.Play( Self )
doorBase.playAnimation("Open")
endFunction
STATE busy
; This is the state when I'm busy animating
EVENT onActivate (objectReference triggerRef)
;do nothing
endEVENT
endState