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scriptname defaultFakeNPCLoadTRIG extends objectReference
{Script for disabling an NPC when that NPC hits the trigger. Can set a stage when this happens}
;=================================================================
quest property myQuest auto
{the quest, if relevant, this trigger is used for}
int property preRequisiteStage = -1 auto
{if any, stage that must be set for this trigger to function}
int property StageToSet auto
{if any, stage to set when the specified NPC is disabled by hitting this trigger}
actorBase property NPCtoDisable auto
{NPC is disabled on trigger. Intention is to fake a load door}
;=================================================================
auto STATE waiting
EVENT onTriggerEnter(objectReference actronaut)
; debug.trace(self + " was triggered by " + actronaut + ", which is a " + actronaut.getBaseObject())
; see if this is the right actor and make sure it isn't a corpse
if actronaut.getBaseObject() == NPCtoDisable && (actronaut as actor).isDead() == false
if myQuest != NONE
; check conditions
if (preRequisiteStage != -1 && myQuest.IsStageDone(preRequisiteStage) == true) || (preRequisiteStage == -1)
myQuest.SetCurrentStageID(stageToSet)
; fade out the actor we care about
actronaut.disable(true)
; change states and let the trigger commit suicide
gotoState("finished")
endif
else
; myQuest must == NONE, so just roll with it as all other data is now irrelevant
actronaut.disable(true)
gotoState("finished")
endif
endif
endEVENT
endSTATE
;=================================================================
STATE finished
EVENT onBeginState()
self.disable()
self.delete()
endEVENT
endSTATE