so, i'm working on this idea for a mod that would allow the player to set up triggered traps and such, like the perennial favorite the shotgun trap on a pressure plate trigger.
i talked to gribble and cdt and tv about this, but my brain is refusing to process information properly, so i thought i'd make a thread so i can keep things sitting in one place i can look at later.
gribble mentioned (iirc, i could be wrong about some of the details) that the best way to set the triggers would be to have them work as activators which run a script that uses GetCrosshairRef to add the next activated item -- if it passes muster as a trap (i'm assuming running a ref.isinlist flist line would work there) -- as the ref that activates when the trigger is entered. problem being, i can't for the life of me work out how to get the script to check my next activated thing.
so far, what i've got to work on the mod is to allow players to pick up disarmed pressure plates, by disabling and markfordeleting them while adding the misc item to the player's inventory, but the misc item's using the pressure plate mesh, so it's got the static object collision properties, and i've got no real idea how to change that. i'm reading through a bunch of tutorials on nifskope trying to sort this out but, like i said, my brain's being stubborn and all of it's in one ear and out the asshole.
so really, what i'm looking for here is some help or good example scripts or esps to look at and dissect on my own. when finished, though, i will finally have new things to complain about in the AI ways to play the game that other people might find interesting :D
edit: added current build to OP
edit: newer build, with meshes folder.
edit: new esp and meshes, has combat shotguns in it
edit: current working version. mostly complete, still need to figure out what i'm doing with the nade bouquet misc item and i need to figure out if i can sub those nades out for other nades without having to learn blender.