48 lines
1.2 KiB
Plaintext
48 lines
1.2 KiB
Plaintext
|
Scriptname defaultStartSceneIfNoCombatTrigScript extends ObjectReference
|
||
|
{starts the specified scene when triggered by the trigger actor, if they are not
|
||
|
currently in combat}
|
||
|
|
||
|
Scene Property SceneToStart Auto
|
||
|
{scene to start}
|
||
|
|
||
|
bool Property DoOnce = true Auto
|
||
|
{set to true if you want this trigger to fire only once
|
||
|
false means it will try to start the scene each time
|
||
|
the trigger actor enters it
|
||
|
}
|
||
|
|
||
|
objectReference property triggerActor auto
|
||
|
{by default, the player}
|
||
|
|
||
|
auto state waiting
|
||
|
EVENT onTriggerEnter(objectReference actronaut)
|
||
|
if ((triggerActor == None && actronaut == (Game.GetForm(0x14) as Actor)) || actronaut as actor == triggerActor)
|
||
|
if (!(actronaut as actor).IsInCombat())
|
||
|
if (PrereqQuest == None || prereqStage == -1 || PrereqQuest.IsStageDone(prereqStage))
|
||
|
Utility.Wait(1)
|
||
|
SceneToStart.Start()
|
||
|
tempTriggered = true
|
||
|
if DoOnce
|
||
|
gotoState("done")
|
||
|
self.delete()
|
||
|
endif
|
||
|
endif
|
||
|
endif
|
||
|
endif
|
||
|
endEVENT
|
||
|
endState
|
||
|
|
||
|
state done
|
||
|
; do nothing
|
||
|
endState
|
||
|
|
||
|
Quest Property PrereqQuest = None Auto
|
||
|
{optional prereq quest & stage}
|
||
|
|
||
|
int Property prereqStage = -1 Auto
|
||
|
{optional prereq quest & stage
|
||
|
-1 = no prereq stage
|
||
|
}
|
||
|
|
||
|
bool tempTriggered = false
|