Jump to content

Mlucci4036

Members
  • Posts

    90
  • Joined

  • Last visited

Everything posted by Mlucci4036

  1. Thanks! Thats actually very useful. :smile: I took the script and tested it using Begin Gamemode, and the Artillery strike does work. The only problem is, when I change it to Begin OnTriggerEnter Player, the sequence will not run. scn BigAppleArtilleryScript Float Timer Begin OnTriggerEnter Player if (Timer <10) set timer to timer + GetSecondsPassedElse iMod ExplosionInFace player.PlaceAtMe FXNellisArtilleryStrike01 PlayerREF.Say Hit PlayerREF.DamageActorValue Health 10 Set timer to 0Endif End Any Idea how to get it to run when the player enters the Trigger, but stop when he/she leaves it?
  2. I just spent a good deal of time experimenting with the script, but still no luck. Correct me if I'm wrong, but shouldn't this script run the sequence? scn BigAppleArtilleryScript int iArtilleryFiringfloat panglefloat ranglefloat anglefloat fRelativePosfloat fQuestDelayTimefloat fRandomfloat timer1float timer2int ActorCount ; Tracks the number of actors that have entered the trigger volumeint Boom ; Tracks whether to make the shooting soundint Fire ; Tracks whether to shootint InCover ; This check to see if the player is in cover and make the artillery less accurateint XOffsetint YOffsetint ZOffsetfloat Driftfloat ActiveTime ; The amount of the time artillery has been active this cyclefloat iVariance ref CurrentActor1 ; These are holder variables for actors that enter the volumeref CurrentActor2 ; They get cleared by spawned activators every couple of framesref CurrentActor3 ; There are 3 in case they don't get cleared before a new actor entersref SpawnedRef1 ; See NellisTargetPickerScript (Attached to NellisTargetPicker) for more associated scriptingref SpawnedRef2ref SpawnedRef3ref LeavingActor1ref LeavingActor2ref LeavingActor3ref rActorref rTargetint iRandomTarget ; RandomTargetPicker float fArtilleryFireRate ;Time between each shellfloat fArtilleryFireDuration ;How long the player is shelled for before there is a pausefloat fArtilleryReloadTime ;How long it takes the artillery to reload begin onLoadset fArtilleryFireRate to 2set fArtilleryFireDuration to 30set fArtilleryReloadTime to 15set Drift to 1.2end ;; Double comments are for temp fixes Begin OnTriggerEnterset rActor to GetActionRef ; Store the current actor in the triggerif rActor.GetPlayerTeammate == 1 ; Do not run for player teammatesreturnendifEnd Begin OnTriggerLeaveset rActor to GetActionRefif rActor.GetPlayerTeammate == 1 ; Do not run for player teammatesreturnendifEnd Begin GameModeif ActorCount <= 0 && iArtilleryFiring == 1 ; Fallthrough to catch actors dyingset iArtilleryFiring to 0set ActorCount to 0set rTarget to 0set ActiveTime to 0endifif iArtilleryFiring == 0 && (Timer1 || Timer2 || Fire || Boom)set timer1 to 0set timer2 to 0set fire to 0set boom to 0endifif iArtilleryFiring == 0set timer1 to -5set rTarget to 0elseif iArtilleryFiring ==1set ActiveTime to GetSecondsPassed + ActiveTimeif ActiveTime <= 3set Drift to 5elseif ActiveTime <= 10set Drift to 4elseif ActiveTime <= 12set Drift to 3elseif ActiveTime <= 15set Drift to 2elseif ActiveTime <= 30set Drift to 1elseset Drift to 0endifset iRandomTarget to GetRandomPercentif iRandomTarget >= 0 && CurrentActor1 != 0 && CurrentActor1.GetDead == 0set rTarget to CurrentActor1endifif iRandomTarget >= 33 && CurrentActor2 != 0 && CurrentActor2.GetDead == 0set rTarget to CurrentActor2endifif iRandomTarget >= 67 && CurrentActor3 != 0 && CurrentActor3.GetDead == 0set rTarget to CurrentActor3endifif rTarget == 0 || rTarget.GetDeadset iArtilleryFiring to 0set ActorCount to 0set rTarget to 0set ActiveTime to 0returnendif set timer1 to GetSecondsPassed + timer1set timer2 to GetSecondsPassed + timer2 if timer2 < fArtilleryFireDurationif boom == 0set Boom to 1elseif timer1 >= fArtilleryFireRate && fire == 0set fire to 1elseif timer1 > fArtilleryFireRate && fire == 2set timer1 to 0set boom to 0set Fire to 0endifelseif timer2 > (fArtilleryReloadTime + fArtilleryFireDuration)set timer1 to 0set timer2 to 0endifif Fire == 1 && rTarget != 0set fRandom to GetRandomPercentif fRandom <= 50set fRandom to getRandomPercent * 3.0 * Drift ; Was 10* driftelseset fRandom to getRandomPercent * -3.0 * Drift ; Was 10 * driftendif if rTarget == Player && InCover == 1set Fire to 2set fRelativePos to rTarget.GetPos Z + 100ArtillerySourceMarker.setPos Z fRelativePosset iVariance to getrandompercentset fRandom to fRandom + 1500if iVariance > 75set fRelativePos to rTarget.GetPos Y - fRandomArtillerySourceMarker.setPos Y fRelativePosset fRelativePos to rTarget.GetPos X - fRandomArtillerySourceMarker.setPos X fRelativePoselseif iVariance > 50set fRelativePos to rTarget.GetPos Y + fRandomArtillerySourceMarker.setPos Y fRelativePosset fRelativePos to rTarget.GetPos X - fRandomArtillerySourceMarker.setPos X fRelativePoselseif iVariance > 25set fRelativePos to rTarget.GetPos Y - fRandomArtillerySourceMarker.setPos Y fRelativePosset fRelativePos to rTarget.GetPos X + fRandomArtillerySourceMarker.setPos X fRelativePoselseset fRelativePos to rTarget.GetPos Y + fRandomArtillerySourceMarker.setPos Y fRelativePosset fRelativePos to rTarget.GetPos X + fRandomArtillerySourceMarker.setPos X fRelativePosendifset angle to ArtillerySourceMarker.GetHeadingAngle GreatExpanseGateRefArtillerySourceMarker.SetAngle Z angleArtillerySourceMarker.PlaceAtMe FXNellisArtilleryStrike01elseset Fire to 2set fRelativePos to rTarget.GetPos Z + 100ArtillerySourceMarker.setPos Z fRelativePosset fRelativePos to rTarget.GetPos Y + fRandomArtillerySourceMarker.setPos Y fRelativePosset fRelativePos to rTarget.GetPos X - fRandomArtillerySourceMarker.setPos X fRelativePosset angle to ArtillerySourceMarker.GetHeadingAngle GreatExpanseGateRefArtillerySourceMarker.SetAngle Z angleArtillerySourceMarker.PlaceAtMe FXNellisArtilleryStrike01endifendifendifEnd
  3. I tried, but I just couldn't figure it out for the life of me! There are so many variable in the Nellis Artillery scrip that I have no idea what to edit!
  4. Let me try to explain what I was going for here. I've made a location my mod that is essentially a battle between two factions. They are in a stalemate, and there is essentially this large No-Mans-Land between their two trenches. I want to script a sequence that will cause the player to be attacked by mortar and shell fire when her enters this cubic activator, much like the area outside of Nellis Airforce Base when entering the area for the first time. I want this to occur ever time the player enters the activator, but stop when he exits it. I'm not sure quite how to do this, is there anyone that can help me? Here is a reference photo of the location I have made.
  5. Thanks, I think I'll try there for help as well. My mod is actually available for download here: http://www.nexusmods.com/newvegas/mods/53343/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fcomments%2F%3Fmod_id%3D53343%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D1177101&pUp=1 Its called The Empire Wasteland- Project Big Apple
  6. It still occurs for whatever reason, and its not just with custom armors. When the player or NPC enters certain areas, their armor just changes textures. I'm stumped.
  7. Those armors are from my own personal mod TheBigAppleMerged.esp but they have been in the mod for months and have had no problems whatsoever. Their textures have been applied properly so I'm not sure why this was occurring. I'll try turning off those mods and then report if that had any solution to the problem.
  8. This is my current load order [X] NSkies URWLified.esm[X] CFWNV.esm[X] Stalker Weapons Pack.esm[X] AWorldOfPain(Preview).esm[X] NVR-Strip.esm[X] WARZONES - Misanthropy Pure.esm[X] Interior Lighting Overhaul - Core.esm[X] Interior Lighting Overhaul - L38PS.esm[X] IWR.esm[X] Momod.esm[X] Vault24_09.esm[X] XRE - CARS!.esm[ ] ElDoradoSlumsVersionAlpha.esp[ ] UHNV-Honest Hearts.esp[X] UHNV.esp[X] UHNV-Dead Money.esp[X] UHNV-Lonesome Road.esp[X] UHNV-OWB.esp[X] Fellout.esp[X] CourierCacheWSE.esp[X] TheLozza's_Gasmasks.esp[X] SVD.esp[X] NSkies URWLifiedDM.esp[X] NSkies URWLifiedHH.esp[X] NSkies URWLifiedOWB.esp[X] Karabiner98k.esp[X] SWP40 Patch 01.esp[X] SWP40Pistols.esp[X] CONELRAD 640-1240.esp[X] freeside oldstrip.esp[X] A New Weapon House.esp[X] CFW-DLC.esp[X] Duplet.esp[X] CaymanNV.esp[X] The New Brownfield.esp[X] eldoradobackupslum.esp[X] eldoradoarmory2.esp[ ] ElDoradoSlums.esp[X] M14.esp[X] BM4A1.esp[X] AK47.esp[X] 1911.esp[X] Emptiness.esp[X] VetRanger.esp[X] NewWorld.esp[X] Dry Canyon.esp[X] G3SG1.esp[X] The Mod Configuration Menu.esp[X] True Leaning.esp[X] EVE FNV - ALL DLC.esp[X] EVE FNV - NO DLC.esp[X] EVE FNV - NO GRA.esp[X] Sit Anywhere.esp[ ] NVR-NPCs.esp[ ] NVR-Version_10.esp[X] FlashlightNVSE.esp[X] FNV Realistic Wasteland Lighting - Full.esp[X] FCO - GlowingOne.esp[X] Light My Flare.esp[X] Interior Lighting Overhaul - Ultimate Edition.esp[X] ILO - GS Shack.esp[X] ILO - A World of Pain.esp[X] ILO - NSkies URWLified Patch.esp[X] AI_Revolver.esp[X] RealSmokes.esp[X] IWR - Rebuilt.esp[X] Glow Sticks.esp[X] MadMaxRace.esp[X] Vault24_09.esp[X] The Groovatron NV.esp[X] The Weapon Mod Menu.esp[X] Better Game Performance.esp[X] XRE - CARS!.esp[X] XRE - CARS! Corvega Clean.esp[X] XRE - CARS!Elderville.esp[X] XRE - CARS! Hummer.esp[X] XRE - CARS! Hummer2.esp[X] XRE - CARS!DesertHawk.esp[X] XRE - CARS!Predator.esp[X] XRE - CARS! Junked jeep 2.esp[X] XRE - CARS! Junked jeep 2G.esp[X] XRE - CARS! Junked jeep.esp[X] TheBigAppleMerged.esp[X] TitanFallout.esp[X] XRE Landing Pads V1.0.esp[X] XRocket.esp I do not use any ENBs, so I'm not sure why this is occurring.
  9. I swear to christ no one ever responds to my posts. Is there anyone out there that can help me with this problem?
  10. So this has never happened before, and it just started to occur recently while I was working on my mod. In specific sections of Interior Cells, the textures on Armors/Weapons/Accessories and NPC equipped items begin to alternate between their actual textures and this all-white-texture. All textures are in the correct folder and they are all added to the armors. I have no idea why this is occurring, but its very annoying and has never been a problem before. Below is a reference, can anyone recommend a solution or explain to me what is happening?
  11. I get no replies whenever I ask a question on this thing...So I'm hoping someone will answer this. I'm working on the intro to my quest mod, and I want these simple actions to occur. 1)player is told to go to new worldspace by NPC1 2)player goes to new world space 3)player controls are then disabled 4) NPC1 approached player in new worldspace 5)Tells the player some info 6)Player controls are enabled 7)Player can continue quest. I'm having two issues. Whenever I attempt to write the script to disable player controls and add it to a trigger, it doenst work, the player can still move 100% The next issue is I have no idea how to get the NPC1 to show up in the new worldspace. I dont want him to simple walk through the door to the new world, I want him to already be there (which must be possible, because several NPCs do this throughout the game.) Can anyone help me with this issue? I'm trying to give my work a professional and clean introduction.
  12. So what I have planned for a series of quests is the player speaks to this Main NPC who will then send him on a simple starting quest. What I want to do, is have the player return to him and have him keep sending the player on different quests until the player reaches the final one. The only issue is, I'm not quite sure how to make the dialog so that the NPC doesnt keep saying the dialog from the previous quests...nor do i understand how exactly you would go about having 1 NPC start several quests. Does anyone have any input?
  13. I've added two new radio stations to a mod I am working on, but whenever the songs play in-game they will always repeat themselves. The playlists will continue, but whatever song is playing will play twice before it goes to the next track. Also, the second song is always cut off at the end. Has anyone had experience making radio stations or solving this problem? Below is the current setup I have.
  14. I've been toying around with re-textures lately, and there is a specific weapon and armor I wish to have glow when the player equips or wears it. Just a normal Neon glow, nothing more. I'm not sure how I would go about doing this, can anyone enlighten me as to how this could be done?
  15. Whenever Geck has to load 2 specific Interiors in my mod...it crashes when it has 1630 references left to load, each interior has 2500 to 3500 references. I've noticed after installing NMC's Larger Texture Pack, the issue has increased significantly. Has anyone noticed issues with creating locations while using this texture pack?
  16. The only problem with that is I have so many objects within the interior I've lost track of what I have placed last.
  17. Can someone attempt to help me? Its important I find a solution.
  18. For some reason my GECK cannot open 2 custom interiors that I have been working on for months. For some reason GECK refuses to open them for the past few days, an issue that has barely occurred in the past. I do not know if it is due to the amount of resources within the cells that GECK has to process ( roughly 2,000-3,000 per cell) or if it is due to the complexity of the items within the cell. I will post pictures of the two errors I've gotten (it either crashes immediately, or it will load roughly half the resources then continuously load and never end.) This is very important and I'm trying to avoid deleting most things in the cell or having to revert back to an older backup of the mod. Originally it was because I had too many NPCs and it was causing GECK to crash, but I divided the cell into the 2 current cells I have now. But now, even the game will crash when the player tries to enter the larger interior, but they can enter the smaller one (yet both cells will not render in GECK) Short story: GECK is crashing and I have no idea why. Please help!
  19. I'll try my luck again, but I can never seem to get an answer for this question... I created several new worldspaces that all will share the same map. I already made the map and it displays on the pipboy...but I've run into several issues. 1) Map markers do not appear when discovered...I've placed maybe 10, and whenever my player discovers one of them, it simply says you have discovered [insert Location Name Here.] It does not show up on the Pipboy map and gives me no option to fast travel anywhere. Is there something else that needs to be done other than simply placing the MapMarker object in the world and setting its name and data? This is a really significant issue I need to fix because other players will have to walk the entire 4 worldspaces over again to get back to the Mojave. 2) The map is either Way to large when the Usable Dimensions are 2048 x 2048, or the map is way to small when they are 512 x 512. Whats a preferred size for a world that will have a decent number of locations? (roughly 24) Should I stick with 2048 or meet somewhere in the middle. 3) Is there any way to actually link worldspaces together? I'm in the process of making at least 10 worldspaces that all share the same map. Do i simply place the same Map Image in each worldspace's data and offset the coordinates? Or is there a more complex procedure? So if anyone has any solutions...please for the love of all things holy help! I really need to fix this before my next update.
  20. I followed two separate tutorials on how to create Radio Stations. I downloaded the songs I desired and converted them to .WAV files. I placed them in the correct directory, being a total of 42 songs. I created the Talking Activator and the Voice Type, as well as individual sounds per each song. I created the quest and placed a RadioHello in the Radio Topics tab, as well as 5 individual playlists with 9 songs per playlist, all with Random highlighted. But when I go into my game, I do not hear any audio play. I know the songs work because they play in GECK when I test them. Is there anything I may be missing?
  21. Lets say I have several NPCs who are all citizens. I want them to say the same things such as have the same Hello and Goodbye. Is there an easy way to link them all to the same dialogue? Or do I have to create individual quests for every NPC?
×
×
  • Create New...