Difference between revisions of "Talk:Activate"

680 bytes added ,  13:12, 11 September 2011
imported>QQuix
(Activating an object every frame)
imported>Zaldir
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[[User:QQuix|QQuix]] 22:08, 14 July 2009 (EDT)
[[User:QQuix|QQuix]] 22:08, 14 July 2009 (EDT)
== Odd bug when used on a door ==
I am trying to run an activate on a door once a questvariable has reached a specific value.
This is the script (Quest):
Short TrollGate
Begin GameMode
If TrollGate == 4
  NexusTrollGateRef.Activate
  Set TrollGate to 5
Endif
And "TrollGate" is increased by 1 every time the player activates a specific activator.
Now, based on this, everything should really work, and it has done before, but the odd thing is: If I try to activate the activators, the door won't open, but if I try to first activate the door by hand, which will then give me a message saying I can't open it, and then try to activate the activators, the door opens.
Anonymous user