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About pitvenin

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3d studio max or gmax, nif file problem
pitvenin replied to pitvenin's topic in Fallout New Vegas's Discussion
Never mind, got it working. -
Hy I'm trying to make some new weapons, but have a stressing problem. After I make the model and export it, it can bee seen in nifscope but not in g.e.c.k. or in the game. Can some one give some links or tips about model exporting for fallout in 3d studio max or gmax? Thanks
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Finally! Here it is ref rTarget ref rClosestRef float Distance float maxdistance begin GameMode if iEnableSearch == 1 ;this is a global variable (make sure to define it) set maxdistance to 1000 ;define de maxium range for searching set rTarget to GetFirstRef 200 0 0 set rClosestRef to rTarget set Distance to rTarget.GetDistance player set iActorCount To GetNumRefs 200 0 ;this is a global variable (make sure to define it) Label 1 if rTarget.getDead == 1 && iActorCount >=1 set rTarget to Pencil01 set rTarget to GetNextRef set rClosestRef to rTarget set Distance to rTarget.GetDistance Player set iActorCount to iActorCount - 1 goto 1 endif if rTarget && Distance <= maxdistance && iActorCount >= 1 if rTarget.GetDistance Player < Distance set rClosestRef to rTarget set Distance to rClosestRef.GetDistance Player endif set rTarget to Pencil01 set rTarget to GetNextRef set iActorCount to iActorCount - 1 goto 1 endif if rClosestRef ;do something to the closest actor rClosestRef.killActor ; Die *censored*, your in my space! endif if iActorCount <= 0 set iEnableSearch to 0 endif endif end Each time iEnableSearch is set to 1, this code will get you the closest alive actor in a 1000 range units...and kill it :P Special thanks to rickerhk, it's based on he's script. Also thanks to the rest for making things clear :P
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After many crashes and testing I finaly got it : float timer ref Bob ref Alice ref marker1 float distance short maxdistance begin ScriptEffectUpdate set maxdistance to 2460 ;----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- if timer < 1 set timer to (timer + ScriptEffectElapsedSeconds) else ;============================================================================================= if Bob == 0 set Bob to GetFirstRef 200 1 0 endif if Bob.getDead != 0 || player.getDistance Bob > maxdistance set Bob to Pencil01 set Bob to GetNextRef set Alice to Pencil01 set Alice to GetNextRef else if Alice && Alice != Bob if player.GetDistance Alice < player.GetDistance Bob set Bob to Pencil01 set Bob to Alice set Alice to Pencil01 set Alice to GetNextRef else set Alice to Pencil01 set Alice to GetNextRef endif else set marker1 to Bob set timer to 0 ; do something with marker1 endif endif ;============================================================================================= endif ;----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- end One problem : If Bob dies or get's out of the range, game crashes....
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Ok I've done some thinking and here's what I think it's the best code ref Bob ref Alice ref dummyRef ref ref1 float distance1 float distance2 float maxiumdistance set dummyRef to GetFirstRef 200 0 0 ; making sure we have stored the first reference set Bob to GetFirstRef 200 0 0 set Alice GetNextRef set maxiumdistance to 1200 Label 1 if Bob != dummyRef ; Condition that prevents the code to be executed on first run set Bob to Alice set Alice to Pencil01 set Alice to GetNextRef endif Label 2 set distance1 to Bob.getDistance player set distance2 to Alice.getDistance player if distance1 <= maxiumdistance && Bob.getDead == 0 ; we check to see if Bob (the main target) meets the distance req and he is not dead Label 3 if distance2 > maxiumdistance || Alice.getDead != 0 ; we check to see if Alice meets the distance req and she is also not dead set Alice to Pencil01 set Alice to GetNextRef set distance2 to Alice.getDistance player goto 3 elseif distance2 < distance1 ; if Alice is closer than Bob set Bob to Alice ; than Bob becomes Alice set Alice to Pencil01 set Alice to GetNextRef ; and Alice becomes the next actor goto 2 ; now we check the req of the new Alice elseif distance2 > distance1 ; if Bob is closer than Alice set ref1 to Pencil01 set ref1 to GetNextRef ; we check for a 3rd actor to see if he is closer than Bob label 11 if ref1 && (ref1.getDistance player > maxiumdistance || ref1.getDead != 0) ; settings req for the 3rd actor set ref1 to Pencil01 set ref1 to GetNextRef goto 11 elseif ref1.getDistance player < distance1 ; if the 3rd actor is closer than Bob, Bob becomes the 3rd actor set Bob to ref goto 2 ; the comparison between Bob and Alice is run again endif endif else goto 1 ; if the minimum distance is not met, go to this label endif Now I think this code will work if you have in the scene : player, Bob, Alice and Brian. But if you have player, Bob, Alice, Brian and Steve; and if Bob is closer than Alice and Brain but not closer than Steve, Steve won't get checked. I see it like this because I understand that GetFirstRef gets the first ref of the specific type in the cell, the first actor in the list in this case. getNextRef gets the next actor that is in the list. So if we compare 1 to 2 and 1 < 2, 3 will never get compared, unless we make that check ( 1 ? 3). And even then you will get 1 < 2 < 3, but what about 4? or 5?...etc. It all comes done to how accurate you want the script to be... I hope I got the way those functions work, because this seems logic to me, if they work the way I think...
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Wow I didn't expect to get this much responses. Thank you all, I will try them as soon as possible. I think rickerhk code works the best...
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Hello, Does anybody know how can I get the ref of the closest actor/object to the player?
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Thanks for scripts! :D. Really saved me a lot of time.
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My original idea was to get the local map integrated as a background of the radar, but I think that to is hardcoded. I can't seem to find the textures for the local maps, only for world map. So this radar will act more like a motion tracker. If I could get explanations for the oblivion xml tag, or the xsd schema it would really help me out. There are many tags for an xml element, but only some have there names helpful. It's tags like animation or disablefade, explorefade, that I can't seem to figure out what they do. Here's the source of the codes : http://cs.elderscrolls.com/constwiki/index.php/List_of_Element_Codes I notice that not all are listed there, for example the rotationxaxis( or something like that) is not, but I've seen it in one of the xml of fallout. Anyway as for the your xml stuff, if you manage to make the radar circle act like a mask for the "dot targets", so when they go of the round edges they disappear, then yes, the scripts would come in very useful...
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Thanks...and here is my progress :P http://image.beyluxe.com/pictures/0878546da78fe58ffe23cf828bd5c0ed.jpg One question, how can I make the fade out effect of the compass to be on the left side not the right??
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OK I'm stuck! This guy Darn gives help only for he's mod. I don't need that. I found this http://darnified.net/forums/articles/making_ui_adding_elements_180.0.html on his forum, but the guy doesn't tell where to put the codes...nothing. What kind of a tutorial is this?? I'm he should start "open file bla, put this code between bla and bla, these tags do the following etc etc", What the hell am I supposed to understand from this? Can some one please help me in making a simple image visible on the hud?. I don't need condition variables or how to link it to a script. Just a simple code that makes the image permanently visible in hud. Please!
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Thank you, I also found this: http://cs.elderscrolls.com/constwiki/index.php?title=Category:Oblivion_XML&redirect=no Should be enough to get me started....thanks
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Can anyone point me to any tutorial for the xml files of new vegas or fallout?
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Actually no, not for this, the game does this: It takes the "sRadiationSick" variable that has the string value "You are now sick with" and combines it with the name of the radiation sickness. If you go in game effects under actor effect you will find radiation200, radiation400 etc effects. Open for example radiation400, under name field you have "Adv. Rad Poison." so when you get 400rads this message appears in game : "[sickness icon (witch is glow_message_vaultboy_in_pain.dss)] You are now sick with Adv. Rad Poison." Anyway I kinda figured out what I needed, but thanks for the reply.
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Hello, As the title says, I want to modify the radiation messages (eg "You are now sick with minor radiation poisoning") but I can't seem to find where is this type of message defined. In g.e.c.k main menu at GamePlay menu in Settings I found a variable that has a string value "You are now sick with" but I can't find the others that say "minor radiation" "major radiation" etc etc. Also in GamePlay menu there is Radiation tab where you can view the rads step "Radiation200" "Radiation400" etc. I'm trying to combine the way Fallout radiation works with s.t.a.l.k.e.r radiation. So shortly, I want to edit the RADS..is there any way to do that?. Thanks in advance