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SICGanes88

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  1. Well... time for a smoke break! I did it, boys and gals! Everything was peachy, actually. What I did: I headed back in 3DS Max 2013. I linked the laser lens to a dummy node: "LaserGrid". I moved the trigger box in front of the laser grid (no collisions for laser grids) and duplicated the trigger box and placed that behind the laser grid. Also, I did made all the laser grids children to the "LaserGrid" dummy node. I made another node: "LaserGridTrigger". I childrened the two trigger boxes (just box shapes) into the LaserGridTrigger dummy node. The Laser Lens do have rigid bodies and are childrened under "LaserGrid" dummy node. The LaserLens were set up as fixed quality type under Rigid Body set up. Trigger Boxes set to fixed quality type. CollisionGroup they were set up as Generic material and Trigger, phantom and phantom shape. LaserLens were set up as Glass or Metal (I forgot) and static. Exported it to be processed by Erich then added workshop snapping nodes to the side of the laser fence. Viola! We got ourselves a nice little defense fence. I went back into the game, tested it. A nice little settler was strolling along. She passed through and the fence made the Spot light sound effect. It all works out. It's a shame now that I have to hard code the AshpileOnDeath into the fence script. I'll possibly add a few things to the fence. Soundeffects, a blillboard glare, who knows.. Alright, well after three days, I finally got the blasted thing.
  2. Good news is the new fence works, but NPC still try to find a way around the darn fence. I can pass through the fence, and the fence emits a spotlight arm sound on the function OnTriggerEnter. Note to self: Make sure I keep a count or a boolean to prevent the sound from playing multiple times. So, the idea is to have (test subjects are feral ghouls) PlayerEnemyFaction to pass through the fence and die. Oh, they'll die alright, but they tend to just lean on walking around the object. I made a small showcase interior cell and placed the activator object inside the cell. It does show white collision box which is usually the TRIGGER collision, UNIDENTIFIED COLLISION, and others. I'm tempted to create a laser trap from already made fallout 4 object, instruct a settler to walk through the trap and see where I'm failing. The trigger volume doesn't intersect with navmesh, and it snaps nicely into the fence posts. I'm thinking of creating a small plane shape object, make it rigid collision (acting like a navmesh) and placing it underneath the fence. What I can't stand about this trigger volume is that it only works with Phantom and Phantom shape (3DS Max Collision group). I tried Wind, keyframe, and etc..., and it allowed me to walk through and NPCs to walk through but didn't act like a trigger volume (although, it's marked as a trigger volume inside the CollisionGroup in 3DS Max). I don't know how Bethesda did it with their laser trip wire and such, but I'm on my third day of trying to get this thing to function properly. Oh, funny--side note... I created a trap monkey that explodes on enemy entering the trap's trigger volume, go figure. I'm new to this forum, but I'm not new to modding. :) What would you guys suggest that I do?
  3. there's a tutorial in CreationKit.com for the OnTriggerEnter events where the WorkshopPressurePlate01 has a baked-in TriggerCylinder. In 3DS Max 2013 I've made simple object and created a cylinder around the simple object. The following steps I took: 1) Linked Cylinder to Simple Object. 2) Created Rigid body for Cylinder. 3) In the Collision Group Panel I've made the Collision Type to be Trigger. Collision Material just NullMaterial. 4) Selected Parent and then exported. Of course used Elric to convert the Nif properly. Once done then I copied the processed NIF to Data\Meshes\SetDressing\[MyOwnMeshName]\ I created a construction object for the Simple Object. In the simple object activator (duplicated from CZLiftActivator or CZActivatorLift) I replaced the old script and inserted my script where it notifies me when the OnTriggerEnter and OnTriggerLeave events are fired. In game the results are much as running into a invisible wall nothing happening. So I believe my issue is that it's being a rigid body not trigger volume or trigger box or trigger cylinder. I don't want to create a trigger on the object in cell editor because the WorkshopPressurePlate shows me that it can be done in 3D Modeling tool. I was hoping anyone would know how to get this working? Thanks for chipping in your wisdom.
  4. the custom character is set to bIsSoldier=true and everything is false. Everyone can save a civilian but not the custom character. I was wondering if anyone else had the following issue and or if there is a fix for this? I got to a part in XABI_DefaultBehaviors.uc I believe the file is called and it checks to see if the player has an valid object ID and gets the rescuerer but of course this is a core file and the game will crash if I attempt to make any chances to that file. It's inside the XCOM 2 SDK\Development\\Src\XComGame\Classes
  5. I was wondering if anyone has found the solution for the fix of where someone puts a custom character into XCOM 2 barracks that can save civilians? Is it because my custom character game object id isn't valid or my eTeam type isn't eTeam_Neutral. However, oddly enough when XCOM soldiers spawn including my custom character on tactical side - everyone who is spawned should be at least eTeam_XCom that spawned from the XCOM Skyranger. I'm new by the way I'll introduce myself in a bit but I really been wrecking my head over this issue.
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