scriptName PressurePlate extends TrapTriggerBase ; ; ; ;================================================================ weapon property pressEffect auto ammo property pressEffectAmmo auto State Active Event onBeginState() objectReference selfRef = self goToState( "DoNothing" ) ;pressEffect.fire(selfRef, pressEffectAmmo) ; EFFECT IS HERE ^^^^^ UNCOMMENT ONCE PROJECTILES OR PARTICLES CAN LEAVE A TRIGGER BOX CORRECTLY ; debug.Trace(self + ": is calling onBeginState Active") ; debug.Trace(self + ": StoredTriggerType = " + StoredTriggerType + ", objectsInTrigger = " + objectsInTrigger) if (StoredTriggerType == 1) Type = 3 utility.wait(0.1) activate(self as objectReference) utility.wait(0.1) ;Type = 1 else activate(self as objectReference) endif ;playAnimationAndWait( "trigger", "reset" ) TriggerSound.play(self) playAnimation("Down") if objectsInTrigger == 0 goToState( "Inactive" ) playAnimation("Up") endif endEvent event OnTriggerEnter( objectReference triggerRef ) ; ;debug.TRACE(self + " has been entered by " + triggerRef) objectsInTrigger = self.GetTriggerObjectCount() endEvent event OnTriggerLeave( objectReference triggerRef ) ; ;debug.TRACE(self + " has been exited by " + triggerRef) objectsInTrigger = self.GetTriggerObjectCount() if objectsInTrigger == 0 goToState ("Inactive") playAnimation("Up") endif endEvent endState State DoNothing ;Dummy state, don't do anything if animating event OnTriggerEnter( objectReference triggerRef ) ; debug.TRACE(self + " has been entered by " + triggerRef) objectsInTrigger = self.GetTriggerObjectCount() endEvent event OnTrigger( objectReference triggerRef ) endEvent event OnTriggerLeave( objectReference triggerRef ) ; debug.TRACE(self + " has been exited by " + triggerRef) objectsInTrigger = self.GetTriggerObjectCount() if objectsInTrigger == 0 goToState ("Inactive") playAnimation("Up") endif endEvent EndState