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scriptName defaultPuzzlePillarPullBarNoFurn extends ObjectReference
{
- User can use properties to set the pillar's initial state and solve state
- The script first checks to see if the initial state is the same as the solve state
- When the pillar is activated, the pillar rotates to a new position and then checks to see if its solved
- If pillar is solved, the script increments neccessary vars in the defaultPillarPuzzleLever.psc
- Each pillar needs to have its linkedRef point to the lever where the defaultPillarPuzzleLever.psc lives
}
import debug
import utility
bool pillarSolved
bool doOnce
defaultPillarPuzzlePullBarNoFurn myLinkedRef
int property initialState auto
{
This is the position the pillar starts out in.
1 = Position 1 (eagle)
2 = Position 2 (snake)
3 = Position 3 (whale)
Position 1,2,3 refer to the havok animations
}
int property solveState auto
{
This is the position the pillar needs to be in to be considered solved.
1 = Position 1 (eagle)
2 = Position 2 (snake)
3 = Position 3 (whale)
Position 1,2,3 refer to the havok animations
}
Event OnCellLoad()
myLinkedRef = GetLinkedRef() as defaultPillarPuzzlePullBarNoFurn
;account for case where initialState and solveState are equal in the beginning
if(!doOnce)
if (initialState == solveState)
myLinkedRef.numPillarsSolved = myLinkedRef.numPillarsSolved + 1
pillarSolved = true
endif
;now move the pillar into initialState
if (initialState == 1)
;no animation
gotoState("position01")
elseif (initialState == 2)
playAnimation("StartState02")
gotoState("position02")
elseif (initialState == 3)
playAnimation("StartState03")
gotoState("position03")
endif
doOnce = true
endif
endEvent
; Makes the pillar rotate to the next state and checks whether it is 'solved' as a result
FUNCTION RotatePillarToState(int stateNumber, int animEventNumber)
gotoState ("busy")
if (solveState == stateNumber)
;trace(self + " pillar solved!")
myLinkedRef.numPillarsSolved = myLinkedRef.numPillarsSolved + 1
pillarSolved = true
elseif (pillarSolved == True)
;if the puzzle is solved and the door is open, then activate the linkedRef (lever)
;and set the puzzleSolved to false as well as the doorOpened
if (myLinkedRef.puzzleSolved == true && myLinkedRef.doorOpened == 1)
myLinkedRef.refActOnSuccess01.activate (myLinkedRef.puzzleDoorActivator)
myLinkedRef.puzzleSolved = false
myLinkedRef.doorOpened = false
endif
myLinkedRef.numPillarsSolved = myLinkedRef.numPillarsSolved - 1
pillarSolved = False
endif
playAnimationandWait("Trigger0" + animEventNumber, "Turned0" + animEventNumber)
endFUNCTION
STATE position01
EVENT onActivate (objectReference triggerRef)
RotatePillarToState(2, 1)
gotoState("position02")
endEVENT
endState
STATE position02
EVENT onActivate (objectReference triggerRef)
RotatePillarToState(3, 2)
gotoState("position03")
endEVENT
endState
STATE position03
EVENT onActivate (objectReference triggerRef)
RotatePillarToState(1, 3)
gotoState("position01")
endEVENT
endState
STATE busy
; This is the state when I'm busy animating
EVENT onActivate (objectReference triggerRef)
;do nothing
endEVENT
endSTATE