Trigger Zones, Game: Fallout 3Fallout 3 does have X-markers, but it also uses what are called trigger zones or 'triggers" to setstage quests and perform various script-related functions as we pass through them. Triggers can be more effective than X markers. The reason is, trigger zones can be structured to cover an entire area, to make
sure the PC will pass through them. X-markers, on the other hand, require scripts to determine how close we are, which don't always work as well.
Here is a good video to watch, for those who want better visual aids.
https://www.youtube.com/watch?v=QaMtpvrEG9E&t=34sOtherwise, here are some text instructions.
CELL window1). Go into the Cell or Worldspace where the trigger zone is going to be added.
2). On the main toolbar, find the T button. It looks like a child's block with a T in it, and is just right of the NavMesh button (with red scribbles in it). Click this button.
3). In the Render window, left-click somewhere on the ground, and drag upon it. It helps if the area where you are clicking does not have a bunch of stuff on it (items, Markers, etc.). After you drag on the ground.
4). At first, nothing might happen. Or perhaps a red square will show onscreen. If nothing is seen, just move the mouse upwards (without holding any buttons). Now we should be seeing a
transperant red cube. This red cube will be what activates the next stage of the quest, or the next script variable, or whatever.
Once we're back in game, walking THROUGH this red area is what makes things happen, so if it's not big enough, or if it's not in the right area, chances are it might need to be redrawn or dragged. These red cubes can be tricky to move around though.
5). Double left-click on the red cube. This will pull up the Activator panel.
6). We'll need to give it a new ID. Click on the New toggle (next to the ID pane), and give it a new ID name. "Name" is not important, and can be deleted, even.
7). If there is any Script on this Activator, get rid of it by moving the scroll-bar to NONE. Click OK. And Save.
Note: After we close the Activator panel, notice there are a bunch of colored lines & arrows in the cube. Now it can be moved and manipulated. Just left-click and drag. Pull or collapse. The video can give better visuals, of course.
8). Double-click on the red cube. Next, click on Edit Base. Now we're going to add a script, which can be left as an Object. It should look like this..
scn XnameScript
Begin OnTriggerEnter Player
If (GetStage == X)
SetStage X
EndIf
EndSave the script, click OK on the Activator panel, and reopen it.
9). Click Persistent Reference ON.
10). Click OK and as always, save.
The instructions below are for those who wish to attach the trigger zone to a Quest Objective, such as a marker.
11). Open up the Quest window you've been working on (if there is one). Go into the Quest Objectives tab. In the Target Ref window, add a target if this hasn't been done already.
12). In the Quest Objectives tab's Cell scroll-down bar, locate the area where the red cube has been added, and select its Ref.
Note: If this cube has been placed outside (especially somewhere in Wilderness) it may not show up in the scroll-bar. If this is so, click on the "Select Reference in Render Window" button. Make sure that the Render window is still displaying the area where the red cube has been created. Double-click on the cube, and it should automatically get selected as the Ref.
This post has been edited by Renee: Sep 27 2020, 03:36 AM