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I'm having troubles with modding in a copy of the elevator from Lonesome Road for a personal silo home.

I'm trying to create a script block that runs the movement part, then when the elevator is at the bottom of the shaft, disables the invisible wall at the front allowing you to continue.

However I can only seem to get the starting sounds, and the movement up to the bottom of the shaft to work. But the script doesn't seem to follow the blocks in disabling the invisible wall when it reaches the bottom of the shaft.

Here's the script in case anybody can help me

scn Silo01ElevatorScript

short iStage
float fTimer



Begin OnActivate

if fTimer > 0
	set fTimer to fTimer + GetSecondsPassed
elseif iStage == 0	; Stage 0
	playsound OBJTurretGeneratorDisable
	NVDLC04SiloElevatorControlsREF.playgroup left 1;
	set iStage to 1

elseif iStage == 1	; Stage 1
	if fTimer >3
		NVDLC04SiloElevatorStartCollisionREF.disable;
		ElevatorBackCollisionREF.enable;
		NVDLC04SiloElevatorLights02Ref.enable
		NVDLC04SiloElevatorLights02bRef.enable
		NVDLC04SiloElevatorLights03Ref.enable
		NVDLC04SiloElevatorLights03bRef.enable
		NVDLC04SiloElevatorLights04Ref.enable
		NVDLC04SiloElevatorLights04bRef.enable
		NVDLC04SiloElevatorLights05Ref.enable
		NVDLC04SiloElevatorLights05bRef.enable
		NVDLC04SiloElevatorLights01Ref.playgroup forward 1;
		NVDLC04SiloElevatorLights02Ref.playgroup forward 1;
		NVDLC04SiloElevatorLights02bRef.playgroup forward 1;
		NVDLC04SiloElevatorLights03Ref.playgroup forward 1;
		NVDLC04SiloElevatorLights03bRef.playgroup forward 1;
		NVDLC04SiloElevatorLights04Ref.playgroup forward 1;
		NVDLC04SiloElevatorLights04bRef.playgroup forward 1;
		NVDLC04SiloElevatorLights05Ref.playgroup forward 1;
		NVDLC04SiloElevatorLights05bRef.playgroup forward 1;
		NVDLC04SiloElevatorLights06Ref.playgroup forward 1;
		NVDLC04OBJElevatorLPREF.enable
		NVDLC04SiloElevatorControlsREF.playgroup left 1;
		NVDLC04SiloElevatorREF.playgroup forward 1;
		NVDLC04SiloElevatorShaft01Ref.playgroup forward 1;
		NVDLC04SiloElevatorShaft02Ref.playgroup forward 1;
		NVDLC04SiloElevatorShaft03Ref.playgroup forward 1;
		NVDLC04SiloElevatorShaft04Ref.playgroup forward 1;
		NVDLC04SiloElevatorShaft05Ref.playgroup forward 1;
		NVDLC04SiloElevatorShaft06Ref.playgroup forward 1;
		SiloBlastDoorDoubleREF.playgroup forward 1;
	set iStage to 2
	set fTimer to 1
elseif iStage == 2	; Stage 2
	if fTimer >62
		NVDLC04SiloElevatorEndCollisionREF.enable;
		NVDLC04OBJElevatorLPREF.disable;
		ElevatorFrontCollisionREF.disable;

return
endif
endif
endif
end

I've tried various ways of getting it to work, including "Isanimplaying" but I still can't get it to follow past the first block. I was using this guide as a template http://www.cipscis.com/fallout/tutorials/staged_timers.aspx

But it just doesn't seem to be working.

Any help would be extremely appreciated on this topic. Thanks.

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Try this, have it all in gamemode and have just set ftimer to 1 in the OnActivate block then at the end of the stage 2 set timer back to 0. I think that should do it?

 

At the moment all it does is:

 

playsound OBJTurretGeneratorDisable
NVDLC04SiloElevatorControlsREF.playgroup left 1
Try something like this:
 

scn Silo01ElevatorScript
 
short iStage
float fTimer
 
Begin OnActivate
 
if fTimer == 0
Set fTimer to 1
Set iStage to 1
endif
 
end
 
 
 
Begin GameMode
 
if fTimer > 0
set fTimer to fTimer + GetSecondsPassed
endif
 
if iStage == 1 ; Stage 1
playsound OBJTurretGeneratorDisable
NVDLC04SiloElevatorControlsREF.playgroup left 1;
set iStage to 2
 
elseif iStage == 2 ; Stage 2
if fTimer >3
NVDLC04SiloElevatorStartCollisionREF.disable;
ElevatorBackCollisionREF.enable;
NVDLC04SiloElevatorLights02Ref.enable
NVDLC04SiloElevatorLights02bRef.enable
NVDLC04SiloElevatorLights03Ref.enable
NVDLC04SiloElevatorLights03bRef.enable
NVDLC04SiloElevatorLights04Ref.enable
NVDLC04SiloElevatorLights04bRef.enable
NVDLC04SiloElevatorLights05Ref.enable
NVDLC04SiloElevatorLights05bRef.enable
NVDLC04SiloElevatorLights01Ref.playgroup forward 1;
NVDLC04SiloElevatorLights02Ref.playgroup forward 1;
NVDLC04SiloElevatorLights02bRef.playgroup forward 1;
NVDLC04SiloElevatorLights03Ref.playgroup forward 1;
NVDLC04SiloElevatorLights03bRef.playgroup forward 1;
NVDLC04SiloElevatorLights04Ref.playgroup forward 1;
NVDLC04SiloElevatorLights04bRef.playgroup forward 1;
NVDLC04SiloElevatorLights05Ref.playgroup forward 1;
NVDLC04SiloElevatorLights05bRef.playgroup forward 1;
NVDLC04SiloElevatorLights06Ref.playgroup forward 1;
NVDLC04OBJElevatorLPREF.enable
NVDLC04SiloElevatorControlsREF.playgroup left 1;
NVDLC04SiloElevatorREF.playgroup forward 1;
NVDLC04SiloElevatorShaft01Ref.playgroup forward 1;
NVDLC04SiloElevatorShaft02Ref.playgroup forward 1;
NVDLC04SiloElevatorShaft03Ref.playgroup forward 1;
NVDLC04SiloElevatorShaft04Ref.playgroup forward 1;
NVDLC04SiloElevatorShaft05Ref.playgroup forward 1;
NVDLC04SiloElevatorShaft06Ref.playgroup forward 1;
SiloBlastDoorDoubleREF.playgroup forward 1;
set iStage to 3
set fTimer to 1
endif
 
elseif iStage == 3 ; Stage 3
if fTimer >62
NVDLC04SiloElevatorEndCollisionREF.enable;
NVDLC04OBJElevatorLPREF.disable;
ElevatorFrontCollisionREF.disable;
Set fTimer to 0
Set iStage to 0
 
return
endif
endif
end
 
Edited by JJ2198
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Found the command, it's "reset3dstate"

Is there any way to attach this to the exit door so when I go through the exit door it resets the shaft so I can go down the elevator again?

 

How would I set up a trigger actually? So the script activates when I enter a certain boundary, as I can just place that in the next room forcing it to reset after the portal change

Edited by ilyasw
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