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Dyadya_Fedor

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Everything posted by Dyadya_Fedor

  1. You must use PlayGroup command (except for "Idle" group - it plays automatically ).
  2. Good to know. If I someday decide to use FOSE, I will keep this in mind.
  3. Is this lights movable? , static? , turned via switch? , how they will be placed ? Guess I just can make a suggestion. use can this for light turned ON (example) scn LightONscript short iButton short iButtonPressed ref rMySelf Begin OnActivate Player set rMySelf to GetSelf ShowMessage LightOptionsON set iButtonPressed to 1 end Begin GameMode if iButtonPressed == 1 set iButton to GetButtonPressed if iButton > -1 set iButtonPressed to 0 if iButton == 0 ;Disable ? rMySelf.disable rMySelf.PlaceAtMe TurnedOffLight rMySelf.markfordelete elseif iButton == 1 ;take ? Player.Activate ;misc. item ? elseif iButton == 2 ;do nothing ? endif endif endif end and OFF scn LightOFFscript short iButton short iButtonPressed ref rMySelf Begin OnActivate Player set rMySelf to GetSelf ShowMessage LightOptionsOFF - for turned off light set iButtonPressed to 1 end Begin GameMode if iButtonPressed == 1 set iButton to GetButtonPressed if iButton > -1 set iButtonPressed to 0 if iButton == 0 ; Enable ? rMySelf.disable rMySelf.PlaceAtMe TurnedOnLight rMySelf.markfordelete elseif iButton == 1 ;take ? Player.Activate ;misc. item ? elseif iButton == 2 ;do nothing ? endif endif endif end
  4. Just use Player.PlaceAtMe ExplosionWithEnchantment (Area - 30, no magnitude, etc).
  5. Vanilla items use convex shapes for collision, so, i suppose, best to use them. And your object floats because, propably, his mass is zero (non-movable object) .You can find mass in collision properties somewere (in nifscope).
  6. They swap whole model. For NPC with MatchRace function http://geck.bethsoft.com/index.php/MatchRace (and for items/static etc. this can be done disabling old and enabling (or PlaceAtMe) new model).
  7. I dont experience such problems myself, but (few threads ago) somebody have similar problem and upgrading to GECK v 1.5 helped him. Also, i hear what Fallout v 1.5 (or 1.6 ?)have problems with non-persistent references (they dissappearing). Converting to .esm will fix this . (v 1.7 is OK btw).
  8. Actors/crearures only. Explosion->Enchantment http://geck.bethsoft.com/index.php/explosion
  9. BuffoutEffect not exist. Buffout Ingestible effect consist of 3 base effects ChemIncENBuffout ChemIncHealthBuffout ChemIncSTBuffout Choose any. Oh, btw, Morphine dont contain MorphineEffect (its for talkin armor), but ChemIncDmgResistPsycho effect.
  10. If GetActorValue Health <= 0.90 - chances almost zero, use If GetHealthPercentage < 0.90 (or If GetActorValue Health <= 90 ) instead. If GetItemCount Apple > 0 CastImmediateOnSelf Apple RemoveItem Apple 1 EndIf ;remove ... remove all EndIf's inside as well ... ElseIf GetItemCount StrangeMeat > 0 CastImmediateOnSelf StrangeMeat RemoveItem StrangeMeat 1 EndIf ;remove ElseIf GetItemCount YaoGuaiMeat > 0 CastImmediateOnSelf YaoGuaiMeat RemoveItem YaoGuaiMeat 1
  11. You need to look at Projectile properties (Explosion) and Explosion properties (Placed Impact Object - you need GECK v 1.5 for this),
  12. This blocktype is valid http://geck.bethsoft.com/index.php/Category_3ablocktypes Possible sources of problem: 1) duration of effect (Game Effects->Object Effects->MyEffect->(Weapon)->Effects->New) is not enought (make it bigger than 10 sec). And you can replace GetSecondsPassed with ScriptEffectElapsedSeconds for better timing. 2) your placeatme.whatever command do nothing. To make shure, what this command executed, temporarily replace it with some debug command (like Player.additem caps001 1 or PlaySound UILevelUpText)
  13. In script above missing GameMode block I changed code a little ScriptName TimedLightsTest float Timer short Stage begin onactivate if Stage == 0 set Stage to 1 set Timer to 1.5 activate elseif Stage == 4 ;if you want to turn lights of before sequence is complete replace with "else" activate set Stage to 0 Light01.disable Light02.disable Light03.disable endif end Begin GameMode if Timer > 0 set Timer to Timer – GetSecondsPassed endif if Stage == 1 && Timer < 1 Light01.enable set Stage to 2 elseif Stage == 2 && Timer < 0.5 Light02.enable set Stage to 3 elseif Stage == 3 && Timer <= 0 Light03.enable set Stage to 4 endif end
  14. I suggest, what that script will not work (bacause of DoOnce condition) Since we use weapon effect: scn SCRIPTNAME float fTimer short iStage Begin ScriptEffectStart if IsInInterior == 0 set iStage to 1 set fTimer to 10 showmessage SCRIPTMESSAGE endif end Begin ScriptEffectUpdate if iStage == 1 if fTimer > 0 set fTimer to (fTimer - GetSecondsPassed) else placeatme SCRIPTEFFECT, 1 set iStage to 0 endif endif end Note, what if you hit target again until timer expires, effect will be replaced (with new 10 sec delay). To avoid this, you can store timer elsewere (in quest script, for example) Weapon effect script scn SCRIPTNAME short iStage Begin ScriptEffectStart if IsInInterior == 0 set iStage to 1 if MuQuest.fTimer <= 0 ;if timer expired, set again set MuQuest.fTimer to 10 endif showmessage SCRIPTMESSAGE endif end Begin ScriptEffectUpdate if iStage == 1 if MuQuest.fTimer > 0 set MuQuest.fTimer to (MuQuest.fTimer - GetSecondsPassed) else placeatme SCRIPTEFFECT, 1 set iStage to 0 endif endif end Quest Script scn MyQuestScript float fTimer And dont forget about effect duration (15 sec is ok)
  15. B. Unless it hard AND boring D. Statesman Hotel Roof (if i have plenty of supplies) C. Behemoth vs assult rifle == no fun (or A if he steal my Quantum Nuka-Cola supply) A if they dont know what I'm inside or B if they know
  16. Then maybe its vertex colors. (well, we still dont know were is problem - in max, in mesh or in material)
  17. If you sure what your material is correct and have all textures (should be visible in sample slot) then, maybe, problem in max settings, propably Menu->Views->Global Viewport Rendering Setting.
  18. Its shiny cos of some unappropriate shader flag in BSShaderPPLightingProperty (propably SF_MULTIPLE_TEXTURES). And mad vertexes - can be vertex weight issue. (if you forget about Skin and BSDismemberSkinModigier in max)
  19. Its all in the .nif. And i think you should focus on vertex colors.
  20. Writing such tutorial is like sweep the streets - its time consuming and boring (and nobody need it). So i didnt see any. You can try this mod http://www.fallout3nexus.com/downloads/file.php?id=4447 (i think its kinda like GTS or CALIBR for schematic). P.S. Some links to CRAFT tutorials here http://thenexusforums.com/index.php?showtopic=110772
  21. Its a global variable (Menu->Gameplay->Globals...) http://geck.bethsoft.com/index.php/Globals
  22. For example short iReloading Begin GameMode if Player.GetAnimAction == 8 && iReloading == 0; reloading begin Set iReloading to 1 do something ;your code elseif Player.GetAnimAction != 8 && iReloading == 1 ; reloading end Set iReloading to 0 endif end
  23. I use Fallout Mod Manager (Plugin Editor).
  24. Vanilla MS13Frenzy effect not working with armor because of No Magnitude flag (in base effect MS13Frenzy).
  25. AFAIK no, no headtracking fo PC (and i never saw that PC turn his head ). To make PC walk stright forward you can: 1) Create Travel package and add it to PC via AddScriptPackage command (you can disable any PC controls exept moving and dont forget to RemoveScriptPackage to stop PC) 2) Use Player.PlayGroup Forward 1 (or FastForward ). But this works only in 3-rd person view, and you cant force view to 3-rd person (only to 1-st person with DisablePlayerControls 0 0 0 1 )
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