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Swordfish42

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Everything posted by Swordfish42

  1. Ban martinthemage for not knowing what trippy is
  2. I'm sorry to break it to you guys, but there'll be no cake. :ermm: http://news.filefront.com/no-cake-in-portal-2/ the sad truth is here. I guess you can't have your cake and eat it. Wait we didn't even get it in the first place! (If this is familiar i posted this in a similar thread, but i think people need to know the news, so i re-posted here)
  3. IMPORTANT! There is no cake in Portal 2 :ermm: http://news.filefront.com/no-cake-in-portal-2/ the truth is, sadly there...we still have the cake from the first game right? Right? or was it a lie all along?
  4. A lotta people like faster relexes or better stamina...are physical powers really popular? i'd of thought that something minorly psychic would be popular...but thats just me :happy: and reading peoples minds is major unless it had some setback, like only what they're concentrating on, or it gives you a major headache. And xray vision is very major considering how the xrays would fry anyone in their path :tongue: anyway, great ideas guys, keep em comin!
  5. if people understand that
  6. HUH :confused: :confused: :confused: :confused: :confused: :confused: :confused: :confused: Ban thor for questioning his own quote and i meant to say "Ban martinthemage for thinking he has the right to ban other people because they banned someone before he could"
  7. Breathe in to me, by RED i had no idea that this bad was a christian band and the song was about praying to God. You don't get many metal songs about God, and as i'm religious that makes it even better! :thumbsup:
  8. Ban martinthemage for thinking he has the right to ban other people before he can :tongue:
  9. Minor Super powers Some people would love to have a super power. But everyone always say they wish they could fly, or have super strength. These were all major life changing things, so that got me thinking: what if we could have a minor super power, insted of these awesome ones? Not something that could save the world, but something that would be cool to have For example, flying is a major superpower, but hovering a few inches in the air for a few seconds is minor. For me, i'd have the ability to change the appearance of my eyes at my disposal. If someone really bugs me, or if someone tries to start a fight woth me, i could change my eyes to deep red with black slits, then see their reaction :tongue: Or, i could make my eyes look atrophied, so people might think i'm blind, just for a laugh or a few pranks. :biggrin: If you could choose, what would your minor super power be?
  10. well thanks, i'll watch out for trollers! and i'm still working on the mod, it's not ready yet, been having some minor problems, mainly involving nashmesh. It's just taking time really lol
  11. thanks for the welcome! i hope i'll like it here to!
  12. Hey guys, i'm swordfish. :thumbsup: I've been around for a short while (downloading mods) but i've only recently started posting in forums. I'm a moderately skilled modder and i'm working on a fallout mod: S.C.A.R.S: Survival combat: apocalypse realism simulations It's a fallout mod where the player finds an unfishished vault, filled with simulation pods designed for testing the combat skills of the vault dwellers, preparing them for the harsh wasteland. I couldn't resist making the first simulation a zombie one... What do you think of that then? well thats me, this site is awesome also, this is my mod idea, if I find anyone steals it, there'll be hell to pay... :biggrin:
  13. Why didn't i think of that? briliant, thanks for your help!
  14. Is it possible to make a script/package for an actor, which makes it hunt the player regardless of where he/she is? i only need it to work for one worldspace. thanks for any help
  15. I figured out the problem! it seems, i cannot move the actors with the blue flash if they are in the same exterior cell as me. That causes a whole host of new problems, but thats for your help anyway! EDIT: actually, they only appear if there is navmesh present *facepalm* thanks for your help
  16. In your script, try disabling the soldiers, then do the moveto's, then enable. http://geck.bethsoft.com/index.php/MoveTo 'spawn' usually refers to actors placed in the world using the 'placeatme' function. I'm assuming that you have these actors already placed somewhere in the editor that you can use the disable, enable, and moveto functions with. Then you have something triggering the flash? I already have 5 enemies prepared in a seperate cell, ready to be moved. The blue flash (Or rather, static) is a script attached to them and i know it works, 'cause it works when i spawn one. I have tried the disable function, but i might try it again, but rearange it slightly. Appologies, i wasn't very clear Also, if it help, 4 of the enemies use the same base ID (so their all identical save the refernce id) anyway, thanks for your help! I learned recently that the script on NPC's still run even when the NPC is disabled, if that helps, maybe the trigger is going off early? i don't think you understand me, the problem is not with the blue flash script, i know that works, 'cause it's fine when i try to move 1 enemy. When i hit the button to move the five, only the first two appear. I i hit the button again, they all apear, but without the flash.
  17. In your script, try disabling the soldiers, then do the moveto's, then enable. http://geck.bethsoft.com/index.php/MoveTo 'spawn' usually refers to actors placed in the world using the 'placeatme' function. I'm assuming that you have these actors already placed somewhere in the editor that you can use the disable, enable, and moveto functions with. Then you have something triggering the flash? I already have 5 enemies prepared in a seperate cell, ready to be moved. The blue flash (Or rather, static) is a script attached to them and i know it works, 'cause it works when i spawn one. I have tried the disable function, but i might try it again, but rearange it slightly. Appologies, i wasn't very clear Also, if it help, 4 of the enemies use the same base ID (so their all identical save the refernce id) anyway, thanks for your help!
  18. Try this script attached to MYCONTAINER scn Mymodlooseitems Begin onload ;this will run the script once when the container's 3D has been loaded. Disable ;This will make the container Inaccessible and invisible If (Player.GetInCell MYCELL == 1) && (GetStage MYQUEST == 10) ; checks if the player is in the same cell as the player and if the quest has begun. I assume that the first stage of the quest will be '10', but it can be whatever. player.RemoveAllItems MYCONTAINER, 1 ;removes player's items and adds them to MYCONATINER, and retains their ownership (so stolen objects will still cont as stolen) elseif (Player.GetInCell MYCELL == 1) && (GetStageDone MY QUEST 100 == 1) ;checks if the player is in the same cell as the box and if the quest is complete. The quest should be comlete after stage '100' enable ;This will make the box 'appear' and allow the player to access the box endif end you should be able to copy/paste this directly into the script writers, but alter the MYXXX to whatever is necessary. My notes start with a semi-colon, so the script will ignore the notes, meaning they wont get in the way if you paste them as well. MYCONATINER should be a reference, and not an object id. By that, i mean when you double click on an object in cell view, there are some boxes at the top of the box that appears. The first is usually blank and the second is always filled. the first is the refernce ID (which you should change to MYCONTAINER or whatever) and the second is the object id, the id of the base object. Also, you should be able to replicate this script for a compainion, except replace 'player.' with 'MYCOMPAINION.' dont forget the full stops. hope that helps do note that i havent tried this in the GECK yet i just guessed, but i check over my writing and i think it should be fine. Message me if there are problems or you have more questions -Swordfish
  19. The whole basis of my mod revolves around a moveto function. My mod is a survival simulaton for fallout. After every round, new waves of enemies spawn. I have given them similar scripts to those of the soldiers in OP: anchorage, so they spawn in with a blue flash, but there is a major problem. I'm trying to spawn 5 actors to 5 x markers. The first two spawn, with the correct anchorage blue flash. But the other three don't. I kill them and hit the activator button again. The other three spawn, as well as the corpses of their 2 late companions, but none with the blue flash. help? thanks
  20. I voted for luna, but we really need to sort out earth first. There are too many problems right now, why dump more on ourselves with the moon? The moon itself is hard to colonise. The constant radiation would fry most people and the moon dust would badly damage equipment. But, there are many advantages, like the moons point of eternal light (where aparently, the sun always shines) and i also agree with what was said before, a UN flag must be the next one to set itself on alien soil.
  21. 'nuther question, is it possible to make a script or 'daily routine' kinda thing, for an npc, so that they follow and hunt the player? thanks again
  22. Could i make a mesh in nifskope or something for the 'invisible one way static' that i want? or is that just stupis. also, i'm useless with nifskope, so if yes, please explain how i could do it thanks
  23. thanks man! well that means i don't have to completely abanon this project!
  24. Also, when i try to add a blank vault door, from an esp of the same name, it disapears upon re-load. help please!
  25. i have no idea how this and happens and it's happening to my mod as i write. i know the pain, but i clicked yes to the two times it asked me to truncate and it hasn't asked again yet.
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