71 lines
2.3 KiB
Plaintext
71 lines
2.3 KiB
Plaintext
ScriptName defaultActivateSelf extends objectReference
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{Default script that simply activates itself when player enters trigger}
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import game
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import debug
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bool property doOnce = TRUE auto
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{Fire only once? Default: TRUE}
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bool property disableWhenDone = FALSE auto
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{Disable after activating? Default: FALSE}
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bool property playerOnly = TRUE auto
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{Only Player Triggers? Default: TRUE}
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bool property playerAndAlliesOnly = False Auto
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{Only player or Allies/Followers/Summons trigger? Overrides playerOnly if that's true as well. Default: TRUE}
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int property minLevel auto
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{Optional: If set, player must be >= minLevel to activate this}
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Actor property PlayerRef Auto
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Faction property CurrentFollowerFaction Auto
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Package property Follow Auto
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Package property FollowerPackageTemplate Auto
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;************************************
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auto State waiting
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Event onTriggerEnter(objectReference triggerRef)
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If PlayerRef == None
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PlayerRef = Game.GetPlayer()
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EndIf
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Actor actorRef = triggerRef as Actor
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; check whether we care if the player is activating
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if(actorRef == PlayerRef || (playerAndAlliesOnly && IsPlayerAlly(actorRef)) || (playerOnly == False && playerAndAlliesOnly == False))
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; also check level (if we even care about that)
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if(minLevel <= 1 || PlayerRef.getLevel() >= minLevel)
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if doOnce == TRUE
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gotoState("allDone")
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endif
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if disableWhenDone
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Self.Disable()
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EndIf
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; per the description of this script, pass self as the activating ref
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activate(self)
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endif
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endif
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endEvent
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endState
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bool Function IsPlayerAlly(Actor actorRef)
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;Short-circuit this if this isn't an Actor at all, or if it's hostile to the player.
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if (actorRef == None || actorRef.GetFactionReaction(PlayerRef) == 1)
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return False
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EndIf
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;Is this a summon or one of the various types of player followers?
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If actorRef.IsCommandedActor() || (actorRef.GetRelationshipRank(PlayerRef) > 0) || (CurrentFollowerFaction && actorRef.IsInFaction(CurrentFollowerFaction)) || actorRef.IsPlayerTeammate()
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Return True
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EndIf
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Package curPackageTemplate = actorRef.GetCurrentPackage().GetTemplate()
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Return ((curPackageTemplate == Follow) || (curPackageTemplate == FollowerPackageTemplate))
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EndFunction
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;************************************
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State allDone
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;do nothing
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endState
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;************************************ |