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ScriptName defaultSetMultiAVTriggerScript extends ObjectReference
{Sets the specified actor value on the actor(s) to the specified value when the player enters the trigger.}
import game
import debug
ObjectReference property Actor1 Auto
ObjectReference property Actor2 Auto
ObjectReference property Actor3 Auto
ObjectReference property Actor4 Auto
ObjectReference property Actor5 Auto
String property ActorValueName Auto
int property ActorValueValue Auto
bool property onlyOnce = True Auto
bool property evalPackageAfterwards = True Auto
bool property onlyPlayer = True Auto
auto State Waiting
Event onTriggerEnter(ObjectReference obj)
if (!onlyPlayer || obj == GetPlayer())
if (Actor1 != None)
(Actor1 as Actor).SetActorValue(ActorValueName, ActorValueValue)
EndIf
if (Actor2 != None)
(Actor2 as Actor).SetActorValue(ActorValueName, ActorValueValue)
EndIf
if (Actor3 != None)
(Actor3 as Actor).SetActorValue(ActorValueName, ActorValueValue)
EndIf
if (Actor4 != None)
(Actor4 as Actor).SetActorValue(ActorValueName, ActorValueValue)
EndIf
if (Actor5 != None)
(Actor5 as Actor).SetActorValue(ActorValueName, ActorValueValue)
EndIf
if (evalPackageAfterwards)
if (Actor1 != None)
(Actor1 as Actor).EvaluatePackage()
EndIf
if (Actor2 != None)
(Actor2 as Actor).EvaluatePackage()
EndIf
if (Actor3 != None)
(Actor3 as Actor).EvaluatePackage()
EndIf
if (Actor4 != None)
(Actor4 as Actor).EvaluatePackage()
EndIf
if (Actor5 != None)
(Actor5 as Actor).EvaluatePackage()
EndIf
EndIf
if (onlyOnce)
GoToState("AllDone")
EndIf
EndIf
EndEvent
EndState
State AllDone
Event OnTriggerEnter(ObjectReference obj)
;Do nothing.
EndEvent
EndState