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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