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caramellcube

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Everything posted by caramellcube

  1. Just tested this and it seems a bit too unreliable. Sometimes the PC would arrive at the bottom of the pit instead of the top, or just stand there in mid air, sometimes it seemed to work, but I think I'll just change the layout so the teleport script isn't needed (I was trying to split a deep well in half to stop the cell getting too vertical). Anyway, thanks again for the advice.
  2. It's an XMarker, surrounded by a cubic activator. I could try putting a small object close enough that the player would bump into it on appearing, maybe a movable item... come to think of it, a bunch of movable bones and a small push explosion spawning at the XMarker at the same time as the player would add some atmosphere to the scene. Thanks, I'll try that out and post back :)
  3. Hi, this is probably simple but I can't find anything that works. I have a script in Fallout 3 that teleports a player character to the top of a deep pit using Player.MoveTo. The PC arrives in mid air just as expected, but doesn't drop. Instead, they simply stand there unsupported until attempting to walk away. I thought using player.pushactoraway player 5 might work, and it does cause the PC to drop down the pit, but the camera stays at the top, then a few seconds later the PC stands back up again, still at the top. Is there a hard limit to the game where it only ever checks gravity when the movement keys are pressed, or is there a way around this? Thanks in advance for any advice.
  4. Thanks, that function seems like it could be usefull for a load of different enchantments.
  5. Hi, I'm trying to make a chem that protects against falling damage but I keep getting the same problem. The effect script calls ResetFallDamageTimer every 0.5 seconds, and while this does prevent falling damage, it also prevents falling. Each time the command is called the character just stops falling as if they hit an invisible floor. I couldn't find much about this command with a few searches, is this what it's supposed to do? or am I just missing some important part of using it? Any advice would be much appreciated.
  6. Hi, I've had an idea for part of a mod involving a maze inhabited by some form of monster. To make things interesting the maze changes shape using a series of enable parent markers and trigger boxes. This causes a problem though, that I had tried without success to solve before, how to navmesh around walls and hallways that may or may not be there. It seems like it's impossible unless there's some trick to it. Has anyone ever done this? or have any ideas as to how it could be done?
  7. :D Glad you like it, feel free to review, I'll look out for it.
  8. Done. http://fallout3.nexusmods.com/mods/18707 I've only given it some quick testing so let me know if you find any problems with it or if there's anything you want changing, it's very basic but seems to work ok.
  9. what exactly is the error it's giving?
  10. I had this problem ages ago, eventually I found that the radiation caused by swimming in water seems to be controlled by the water type in the cell properties, not just the water tile itself. After going into the cell properties and setting it to have purified water, the radiation dissapeared. Hope this helps.
  11. If you haven't done it this way it might be worth a try when message shows set variable to gamedayspassed + 1 when checking if message needs showing again if gamedayspassed > variable It's been a while since I used that function so I might be a bit rusty on it, but since it's a float it should increase in value every few seconds of RL time, but a +1 increase should only occur once a day. If you're getting the message every few seconds with the +1, then it might help to post the script, or change the message to show the current state of any variables you're using for timing.
  12. Thanks, I don't want the player to see the mannequins move, so having it check the camera's view might be preferable anyway. Come to think of it, I might just prevent 3rd person view for that level.
  13. [spoiler warning for Alpine Heights player home, which is partly why I've put this here] I'm about to start adding a new hazard to a mod I'm working on and I could use some advice on how best to do it. The basic plan is to have 1 or more mannquins in a large indoor area, that act as sight-locked NPCs, similar to weeping angels or SCP-173. The player has to escape from the area by manuvering in such a way as to maintain line of sight wherever posible, or get hit by increasingly strong attacks. So far I've come up with the idea of having 1 or 2 mannequins scripted to run a line of sight check every few seconds while the player is in the cell, using a moveto command to move them near the player if out of line of sight, and attacking if they only moved a short distance. Along with this, a number of trigger boxes could move or enable static mannequins on colision if the player doesn't have them in view, again potentially attacking. I doubt that this is the best way to do this, but I can't spend a lot of time experimenting in the GECK at the moment and I want to make it fairly simple and reliable. I thought about making the mannequin into an actor, but I've done very little work with actors so I'm not sure if it would be worth it, how glitchy it would be, or how exactly to go about it. Any ideas? suggestions? it doesn't have to maintain the same number of mannequins or pay much attention to where they could move through, as long as it's scary and challenging for the player. This is sort of an endboss level for a horror themed area, so thanks in advance for anyone that can help.
  14. Just a note in case anyone else gets this problem, before I'd found a way to set the esm bit (I'm still looking on that), I did an experiment that seems to have fixed the problem another way. I moved the security room to the other side of the cell, deleted it's navmesh, then moved it back. It's a bit of a bodge, but it seems to work.
  15. Thanks for the advice, I'll try that. I didn't know there was that much difference between esp and esm files.
  16. There's been some talk on the subject of corpse removal before here, and here, but as far as I know, nobody has applied it to natural decomposition of all corpses yet.
  17. Hi, I don't know what's causing this but it wrecking a huge part of my biggest mod. There's an interior cell, accessed by a ladder from the wasteland. The ladder is in the middle of an entry room, the entry room is connected to the rest of the cell through an airlock. Next to the airlock is a security room, where the player can watch people trying to get in, through a 1-way mirror. The security room connects to the rest of the cell through a ladder / hatch combo and has no other exits or entrances. The main feature of the security room is that the player can use it to defend against hostile NPCs that are trying to get into the place. But here's the problem, when NPCs follow the player from the wasteland, instead of spawning at the door marker in the entry room, like the player does, they go to the door marker in the security room, and I don't know why. I've redone the Navmesh, I've taken out some rubble under the ladder, I've moved the whole securty room away from the airlock, I've put in collision barriers, but still every time I enter the cell with NPCs following, they're already in the security room when I get there. Does anyone have any idea what's causing this? any suggestions on things to try? the mod is here: http://fallout3.nexusmods.com/mods/17107 if you want to take a look at it. The navmesh is still messy in this version but cleaning it up seems to have no effect.
  18. would a timer work? if mode==1 set timer to timer + getsecondspassed if timer > 3 set timer to 0 set mode to 0 ; close gate endif endif I think there's a way to do it with trigger boxes though, maybe if you store the reference of the npc and have the ontriggerenter events check that, so they have 3 possible states, not in faction = do nothing in faction = open gate has just opened gate = close gate it seems like it would need a global variable to pass the reference between the triggerboxes, and I don't know how well either option would work.
  19. From what I remember of the velvet curtain quest, there should be a door in the bunker that can be opened either by a robot or from a hidden fusebox. If it's the room with the pipes around the top, the vent on the floor, and the terminal on the far wall then you've almost finished the quest.
  20. so, all the NPCs are headless? if so is that just humans and ghouls or creatures as well?
  21. I think the chain projectile effect is caused by an object spawned by the explosion, so if you change the explosion then it should remove the effect. The way guns work in Fallout 3 is that a Weapon has an option to spawn a projectile, the projectile has the option to spawn an explosion, then the explosion has an option to spawn a placed object. I'm not sure how you've got your rifle set up, but you'll probably need to make a new version of the tesla projectile, and set that as the projectile your new rifle shoots. Then make a new version of the pulse explosion, changing the radius and damage, and set that new explosion as the explosion caused by your new projectile. There should be an option in the weapon menu somewhere to change the ammo type and clip size, but that won't alter the physical model or animation of course. Oh, also, both the weapon and explosion can have enchantments, I'm not sure what enchantments take effect if something is hit only by the explosion though. Hope this helps.
  22. could you post the script you're using to make it work? (there's a code option in the post editor that makes it easier) also, when you say it won't work, what exactly happens? do all 3 components just do nothing? If so, it might be best to narrow down the problem by adding a ShowMessage command to the part that works the klaxon, so you know if that part is getting called. If not, then your problem is with another part of the script or something else entirely.
  23. It's possible that someone will have the same problem in the future and find this page on a search, in which case it might be usefull to add a note saying how you fixed it.
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