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Everything posted by InActionMan64
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Script on impact without damage
InActionMan64 replied to 1f5c6s16f5's topic in Fallout New Vegas's GECK and Modders
Same reply here. DID YOU EVER FIGURE THIS OUT? -
Without checking, Your saying that GetDistance3d returns the distance from the outer edge of the explosion but you want to know what the distance is from the point of impact + 128. if you used GetDistance3d, then added GetExplosionRefRadius, this should give you the point of impact. So... say (Distance = 300 units) + (radius = 50) == point of impact, - 128 units = DANGERZONE. Yes ?
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Script for a a static destructible
InActionMan64 replied to amokrun1's topic in Fallout New Vegas's GECK and Modders
You could.... Put a Collision box around it and an activator around that. Have the activator deactivate the Collison Box when the player enters with the explosive in their inventory. Remove the explosive from the players inventory, set an explosion to destroy the wall, and have the player pushed back from the blast (optionally with minor damage). This is scriptable. -
why does my script only work once?
InActionMan64 replied to puddlepond's topic in Fallout New Vegas's GECK and Modders
Begin Onactivate DisablePlayerControls 1 1 1 1 1 1 1 ApplyImageSpaceModifier FadeToBlackPermanent SexChange Con_Save GENDERSWAPSAVE Scriptwait 240 ; JIP functiom Con_LoadGame GENDERSWAPSAVE RemoveImageSpaceModifier FadeToBlackPermanent ApplyImageSpaceModifier FadeInFromBlack4sISFX ShowMessage aaGenderCoffinMSSG EnablePlayerControls 1 1 1 1 1 1 1 END -
Collaborators Wanted!
InActionMan64 replied to InActionMan64's topic in Fallout New Vegas's Discussion
Hi, Yes the first version is up, FCI TTW - Revision Have a look, see if you want to jump in Cheers -
Looking for additional Beta Testers for my, very buggy, mod(s). Anyone wanna help out, nothing too strenuous, just play and then scream the problems at me on Discord. Let me know..
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How about lowering the players stats, after the brain extraction ? Deactivates some of the perks, drops all mental functions by a %, and reduces physical attributes. Those brains in jars don't actually know what they're doing, yeah the auto-doc did most of the work but Darla screwed around at the end. Do it all through the Brainless, Heartless, Spineless Perks. Have each apply additional debuffs, making OWB more challenging. Thoughts ?
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- patient gown
- lobotomite jumpsuit
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Added to the Portal. Cheers
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I can't see any way to add a NEW tag, or request it. Is there a way and I've missed it or ....
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Yeah, that seems completely do-able. Copy the Ghoul Mask effect into a Perk and reward the player at the end of the quest. Alternatively, anytime you're heavily irradiated you get mistaken as a ghoul.
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Give the player an addiction?
InActionMan64 replied to Radioactivelad's topic in Fallout New Vegas's GECK and Modders
A Quest that runs every ??? seconds to check addiction state and then do whatever you want. -
How to add effects to bare fists?
InActionMan64 replied to Yamatohime's topic in Fallout New Vegas's GECK and Modders
UnArmed Perk ? -
If you're truly done with a note, as in happy to lose it rather than archive it, it would be possible. Solution 1 You could setup a Terminal. Have it dynamically build, from a pre-set list, entries that would purge any Note that has been read for the specific mod. This would give you control over which Note is kept and for which mod. Solution 2 Set an EventHandler for every time you finish reading a note(s), that displays a "Are you Finished With That ?" message. If [OK] then the note(s) would be purged. Solution 3 Create an Ingestible that would work like the EventHandler but for ALL read Note's. The Problem It would be very time-consuming to make any of these and whichever one ended up being made would have a very limited appeal. Possible... You could try ySI Catergories and see if they can help with creating an Archives category for Read Notes. Hope this helps.
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WANTED Collaborators to work on an existing mod. I have been given permission to work on an already published mod by its author(s). I've done a lot of work already but ..... There are a number of themed interior spaces (10+) that could use a good quest / story / overhaul. Each interior ranges in size from a single cell, with multiple floors, to multiple cells. The interiors are well decorated, already navmeshed, and don't have any NPC's. (The mod comes loaded with an assortment of additional resources) Unique takes, funny, sad, tragic, retro, alien abduction, you name it. If it fits the theme it's good to go. Want to do just one, fine. Want to do four, fine. All credit will be given and the new mod will be published under the Collectives name. Anyone interested ?
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WANTED Collaborators to work on an existing mod. I have been given permission to work on an already published mod by its author(s). I've done a lot of work already but ..... There are a number of themed interior spaces (10+) that could use a good quest / story / overhaul. Each interior ranges in size from a single cell, with multiple floors, to multiple cells. The interiors are well decorated, already navmeshed, and don't have any NPC's. (The mod comes loaded with an assortment of additional resources) Unique takes, funny, sad, tragic, retro, alien abduction, you name it. If it fits the theme it's good to go. Want to do just one, fine. Want to do four, fine. All credit will be given and the new mod will be published under the Collectives name. Anyone interested ?
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- group thing
- men wanted
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(and 4 more)
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Anyone know how to stop the pipboy showing a map for an interior space. Alternatively, instead of not showing have it show a fixed image. I can't find anything relating to the pipboy map, anywhere. Cheers
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Just chipping in here. If I understand what you want... I think (if you haven't already figured a way) this may be possible. Give us an example of what your doing. Updating / altering the welcome text is not possible but displaying / updating a variable in menu-item text could be. PS hi Mktavish :cool:
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New to Scripting
InActionMan64 replied to InActionMan64's topic in Fallout New Vegas's GECK and Modders
Nice idea but nope, I'm already using that as an alternative, I was gonna have a multi-line report but instead went with a menu that includes the same data. -
New to Scripting
InActionMan64 replied to InActionMan64's topic in Fallout New Vegas's GECK and Modders
Nope, I literarily mean I can't figure out how to make a string that can be presented in a MessageBoxEx as a list. dstring := String1 + String2 + String3 Messageboxex dstring String1 String2 String3 Can figure out the carriage return ? -
New to Scripting
InActionMan64 replied to InActionMan64's topic in Fallout New Vegas's GECK and Modders
I'm building a String for a MessageBox and want to have a carriage return for a new line, Let StringVariable := "This is the first line" + ???? + "This is the Second Line" Any thoughts? -
New to Scripting
InActionMan64 replied to InActionMan64's topic in Fallout New Vegas's GECK and Modders
Huh? :laugh: -
New to Scripting
InActionMan64 replied to InActionMan64's topic in Fallout New Vegas's GECK and Modders
Yeah, I'm almost done with the quest and I've stuck purely, mostly, to Objectives. By using a Quest, as well as my scripted approach, it did introduce a few new problems but I've manged to overcome them now. I'm in the, hopefully, final stages of testing; running end to end, starting at different points, trying to do it backwards, etc. My only real concern, at release, is how the few minor vanilla scripts I've had to alter will play.