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DPErny

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  1. The simplest way for the Bright Followers would be to just set the player as a member of that faction if the quest has been completed, no?
  2. Don't get your hopes up, because I've never worked with Scripting for Fallout/Oblivion, but this seems like a good project to get me into the field, if a more experienced person could verify that it's even possible.
  3. I am being completely honest when I say I will learn scripting to do whatever it is you want to do with this. Because the more I look at it, the better it looks.
  4. I have to thank you myself, rickerhk. To be honest, I've never done any scripting for Fallout of TES4, so this shows me some really great examples of the language and efficient coding.
  5. This should work: Create an integer value, set it to zero. Whenever the function to do your thing is called, check the value of the integer. If it's less than 2, let the function do its thing, and then add 1 to that value. If it equals 2, stop and start the timer. Like in this fake code here, which should hopefully illustrate my point. int iStuffInBox set iStuffInBox to 0 On Activatorthingy if iStuffinBox < 2 LetShitHappen iStuffInBox + 1 elseif iStuffInBox >= 2 PrintMessage "CAN'T DO THAT, BUB." CreateTimer "Timersyntaxstuff" endif Get what I mean?
  6. The first could easily be done with the ForceFlee command. I can't seem to find a function that does the second thing, although the SetRestrained function would probably used somewhere in that.
  7. Can you perhaps use the MoveTo function? http://geck.bethsoft.com/index.php/MoveTo
  8. How many buttons do you have? I'm not that familiar with New Vegas scripting, but I know a thing or two about coding. Can you try better explaining what you're trying to do?
  9. I think this might help. http://geck.bethsoft.com/index.php/Scripting_Tutorial:_Creating_a_Simple_Timer
  10. That looks awesome. I'm new to the GECK, but it seems to me like the easiest way to script it to change location would be to just have it appear and disappear, but then you would have to use an interior cell unless there's some way to connect containers over distance. I'm really looking forward to seeing this in game. It's really neat.
  11. I know this is a stupid question because I have no experience with hairs and whatnot, but couldn't you just hold Ctrl and click on every hair, and then drag them to Race?
  12. The only time I've ever seen a moving, vehicle-type object in any game on this engine is the scene in Fallout 3: Broken Steel where you can ride the Presidential Metro, although I'm sure that's heavily scripted. On the other hand, one could easily build a train system very similar to the monorail to the Strip, even going so far as to have the player buy a ticket that would change the ultimate destination of the exit portal from the train. Couple it with a script that keeps the doors locked for a certain amount of time and you've got a simulated train ride! I'm new to the GECK, but perhaps in a few weeks I'll do a proof of concept to learn how and if this can be done.
  13. It seems to me like the most logical way to do this is to treat the "dual wielded" weapon as one gun. This once gun could have all custom animations to give it the appearance of a dual wielded weapon. It doesn't seem like it would take much coding, but you would have to find a very talented animator and modeler.
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