Jump to content

Rumpiraten

Supporter
  • Posts

    17
  • Joined

  • Last visited

Nexus Mods Profile

About Rumpiraten

Rumpiraten's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. The main purpose of the door, is just to separate the slave area from the control room and private quarters. ...also, hidden doors are way awesome lol ;D But I still have to move the slaves through it, and since space is a little cramped, I quickly wound up with a trigger box taking up, pretty much all of the hallway. Its mostly because the slaves don't follow the player close enough, especially if I got more than one following me. What would your trigger script look like, If I had to add an NPC-OnTrigger-Keep-The-Door-Open kinda thing, that kept the door open in case someone is in the trigger zone? :)
  2. Hehe not silly at all flamenx01, it's just me being silly and lazy :D I am already plugging and unplugging the battery pack, it just annoyed me in the end, and I figured it was an easy fix, but oh well :D
  3. Ahoy mateys :pirate: I really enjoy playing New Vegas with an Xbox controller, but the second you turn it on, it disables the keyboard and thus the ability to use console commands. So I was just wondering, if any of you are able to make a simple plugin, that would allow the keyboard to stay active when using a controller? I'm sure I'm not the only one who would appreciate that :) Stay frosty San Diego!
  4. Hehe I hit a bit of snag again... :D I was hoping to use the new hideout together with Slavery Simple and Expanded. But the slaves aren't following the player close enough, so finding the right trigger box size that wouldn't slam the door in their faces, proved a bit tricky since I'm working with some pretty tight spaces :D Long story short, I'm back to using the script by Xaranth I posted on the previous page, but with an increased fTick value to keep the door open for longer :) But now that I think about it, I guess it would be possible to modify your trigger script, to just keep the door open if there's anyone in the trigger zone right? :) EDIT Its up :dance: http://newvegas.nexusmods.com/mods/48514/
  5. That worked like a charm :dance: thanks a lot, I'm getting ready to upload the finished product any minute now yay :D
  6. Ah yes of course :thumbsup: What you are saying is, that I should just make a trigger around the door, that detects when I go through and then closes it behind me. But still keep the button to open it in the first place, am I getting that right? :D
  7. Hey again. The script I'm using on my switch is this SCN 00HiddenDoorScript Ref MyLink Begin OnActivate Set MyLink to GetLinkedRef If MyLink.GetOpenState == 3 MyLink.SetOpenState 1 Activate ElseIf MyLink.GetOpenState == 1 MyLink.SetOpenState 0 Activate EndIf END And for the door I'm currently using this one scn 00DummyDoorAutoClose ref rMe float fTick Begin onLoad Set rMe to GetSelf end Begin GameMode if rMe.GetOpenState Set fTick to fTick + GetSecondsPassed if fTick > 5 Set fTick to 0 rMe.SetOpenState 0 endIf endIf end Hehe thanks for the suggestion Quetzlsacatanango, that does seem a lot less complicated, but I would really like it, if I could get the door to just auto close after 3 seconds or so. I've got a nice little switch on a desk, sorta like an alarm button in a bank, that I would very much like to keep :)
  8. Dammit, the door randomness is still messing with me :( I tried running fraps to show FPS and I'm running a smooth 60fps, but sometimes the door closes less than a second after I open it o_O
  9. Yeah a good ol' fashioned reboot, and closing all other programs helped with the randomness, my bad :) Haha fair enough man, I'll see if I can figure something out with the switch animation, if not, oh well, it's just a minor detail :) Thanks once again, I appreciate all your help :)
  10. Hmm nope I was wrong, it's still semi random, any tips on how to fix that? :)
  11. Never mind the door closing times, I forgot to adjust the fTick value down again, and that apparently fixed it... or it could just be a user error, I did just recently hit my head pretty hard lol :D
  12. Most excellent good sir, loading an older save did the trick :thumbsup: However, the door seems to be closing at semi random times from around 2 to 6 seconds? But thanks a lot for your help so far, that's one hurdle to cross of my list :D Now with the auto close in place, is it possible to get the light on my switch to match the state of the door? It already animates on activate, I'm just a sucker for details, and I would hate to see my door closed, while the light on the switch is green :)
  13. Hehe aaah... yeah okay, I think I know what you are getting at now :D But you're right, I'm loading a save where I'm already in the cell. I'm going to try an older save and/or running around a bit, and if that doesn't work, then ill give your last script a shot :)
  14. Ah I see, thanks for clearing that up. That part is not a problem though, as I don't have the game running while G.E.C.K'ing :) I checked to see if the script type was set to "Object" as I've had some trouble with that earlier on, but nope, it's an object script all right. And for the last part, you kinda beat me to it, cus I was wondering if I should add the door code to my switch script, but I guess that doesn't really make sense either :D I'm gonna try fiddling with the fTick value a bit, see if it makes any difference :)
  15. Hmm still nothing... What do you mean by that exactly, bear in mind that I'm green as a cucumber lol :tongue:
×
×
  • Create New...