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DarthWayne

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Posts posted by DarthWayne

  1. In response to post #52405048. #52405938 is also a reply to the same post.


    DarthWayne wrote: This isn't possible as a part time remote job, is it? I am currently making my bachelor in CS in Germany and definitely want to finish it before moving to another country. But I love creating nice looking UIs and would be interested to contribute to this remotely in my freetime.
    Dark0ne wrote: I'm afraid not. We need someone full time and in the office with us!


    To bad, but I can totally understand you on this. I hope you find someone suitable for the job! Anyway if you still need a UI guy next summer, maybe I will be available full time and in office then.
  2. Hmm ok... So the spikes also move independently from the main block? Like moving in and out of the block while the whole thing is moving, so you have to catch the right moment to jump on them without getting perforated? Guess I would still try to do it in two blueprints. One that only makes the block move and one that makes the spikes move relatively. Then you just attach your spike trap(s) to the moving block blueprint in editor. That way you could also use the spikes as a separate trap that comes out of the (static) ground.

     

    Or I am just retarded and don't understand what you want to do (probably this). However looks like an interesting game you are putting together.

  3. Might be a better idea to get the workshop refs directly from the WorkshopParentScript. That way you get all workshops, no matter if they are vanilla or added by a DLC or mod. Every workshop that is initialized properly should be added to the Workshops array in WorkshopParentScript. Here is an untested example:

    WorkshopParentScript property WorkshopParent auto const
    
    WorkshopScript[] OwnedWorkshops
    
    WorkshopScript[] Function getOwnedWorkshops()
        if (!OwnedWorkshops)
            OwnedWorkshops = new WorkshopScript[30]
            int i = 0
            While (i < WorkshopParent.Workshops.length)
                if (WorkshopParent.Workshops[i].OwnedByPlayer)
                    OwnedWorkshops.add(WorkshopParent.Workshops[i])
                endif
                i += 1
            EndWhile
        return OwnedWorkshops
    EndFunction
    
  4.  

    [..] is there a way to make it consumable but still have it listed in the misc inventory tab? [..]

     

     

    Well you can use books (books, letters, holotapes) in the misc menu, but that's all I think...

     

    If you use a consumable item (don't know the CK name right now) you can attach a magic effect on it. That magic effect can have a script that extends "ActiveMagicEffect" and executes when you use the item. The event you want to use is "OnEffectStart". It would look somehow like this:

    scriptname ExampleScript extends ActiveMagicEffect
    
    Message property WrongCellMessage auto const
    Cell property TheCell auto const
    Potion property TheConsumableItem auto const ;The base item that is used, not sure if Potion is the right script
    
    Event OnEffectStart(Actor akTarget, Actor akCaster)
        if (Game.getPlayer().getParentCell() == TheCell)
            ;do something
        else 
            ;show the message
            WrongCellMessage.show()
            ;give a new item back to the player as the item could not be used
            Game.getPlayer().addItem(TheConsumableItem)
        endif
    EndEvent
    

    This is just a quick example. I have not tested it (maybe it won't even compile :D). But this were you could start. Obviously you have to learn a bit scripting for this. For scripting help check the tutorials here: http://www.creationkit.com/fallout4/index.php?title=Category:Papyrus

  5. You can also attach a script to your consumable item that detects if the player is in the correct cell. If not it displays a message box "You can't use this item here" and adds it back to the inventory. If you have to versions of your item (misc and consumable) it might confuse players.

  6. and now we have this one.

     

    How to steal mod assets

     

    sigh.

     

    Whats wrong with that? It's just a tutorial to use assets of other installed mods without adding a static dependency to them.

    Like for example you make a cheat mod that lets you spawn weapons. Then a script detects that you also have a mod installed that adds a cool new assault rifle. Now you can dynamically spawn this weapon of the other mod without a dependency to that mod and without having to include that mod or its assets into your upload.

     

     

     

    [...]

     

    Not with Papyrus.

     

    https://community.bethesda.net/thread/23456

     

     

    It is possible to detect if your mod is running on console or on pc. However it requires a bit of thinking as the Debug script is not available on console.

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