TriggerActivation() question
lansounet
Member Posts: 1,182
If I disable a trigger through a script, will it be saved forever until reactivated by another script action?
Will disabling a travel trigger prevent creatures with RunAwayFrom() actions to run through it? That could be a major quest breaker if the creature flees through it but you can't pursue them.
Side question about trapped proximity triggers (ground traps) : in the script used by that trigger, can you use conditions like timers and globals? Like if it's a resettable and undetectable ground trap, can I use some !GlobalTimerNotExpired() to prevent the trap triggering everytime Entered()/IsOverMe() is true?
Will disabling a travel trigger prevent creatures with RunAwayFrom() actions to run through it? That could be a major quest breaker if the creature flees through it but you can't pursue them.
Side question about trapped proximity triggers (ground traps) : in the script used by that trigger, can you use conditions like timers and globals? Like if it's a resettable and undetectable ground trap, can I use some !GlobalTimerNotExpired() to prevent the trap triggering everytime Entered()/IsOverMe() is true?
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I don't know if NPC's could still use it, if they could, it is a bug.
Yes, you can use globaltimernotexpired in the trap's trigger block.
Unless there is some changes in BGEE, only the commoners and the storekeepers use RunAwayFrom().