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Nexusmodsaccountno2

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Everything posted by Nexusmodsaccountno2

  1. Heh Me + SuperHelpfulPosters == SuccessfulTIMER Yeah I am basically saying that my timer actually works now Script Short startIt ;to make the timer start and stop Float timer ;the timer Begin onFire Ref.moveto playerref Set startIt to 1 Set timer to 0 End Begin gamemode If startit == 1 Set timer to timer + GetSecondsPassed If timer >= 2 Ref.moveto xmarkerref Set startit to 0 Endif Endif End Thanks >= Lots
  2. Unfortunately I can't get it to work. But... ...Fortunately the extended timer was an addition rather than an essential part of the weapon. I will just live with it and put the time into all the other stuff in the mod... In any case thankyou!
  3. Woah that is an impressive bit of code. I will sort through it and see if I can pick out the stuff I need and get this timer to work. Thanks all!
  4. Using fomod so I think archive invalidation is automatically used so do you mean toggle it off? The grenade I am having trouble with is a duplicate of a plasma grenade. Wondering if there is any chance fo3edit might be able to change the properties of the projectile? I will test it out and report back if successful. Feel a little stupid putting so much effort into increasing the timer of a grenade, all this for a couple more seconds...
  5. Tried it out with both getsecondspassed and scripteffectelapsedseconds and it did not work. Thanks for the idea though. I might just use a begin onunequip to get the moveto to work instead. For me Timers >= Fail Can never get them to work...
  6. No timer script just regular geck grenade, that is the issue, I have just made a new grenade projectile and no matter what value I put into the timer box under the explosion section it just explodes at the same time every time. I wanted at least an 8 second timer but it looks like I will just have to settle for the default 2.5 seconds. It is not a mod breaking problem I just thought it was some weird issue with the geck that might have a work around. Note, I am testing this with other mods included (fallout wanderers edition) so that may be influencing the outcome somehow?
  7. There is an object effect attatched to the explosion but does that affect the timer value of the explosion within the projectile? The script is a begin scripteffectstart script with a moveto function.
  8. Tried setting the timer to various values in the projectile section in explosion/timer but it always explodes at the same time. Any solution would be much appreciated.
  9. From your post: "So, you are saying the "PlayerRef.getangle z" function is returning the "elevation"?" Answer: Only in that last line of script you provided, in the rest of the script it worked as intended. As for the rest of your explanation does that mean if the moveto script fails one time because of the player and moveto ref being in diiferent cells or "borders" that the script will fail to run ever again in vanilla non fose fallout nv? If that is the case then maybe I should just use the moveto player after all with no getangle z. This would move the summoned actor to the players exact position thus preventing the error of different cells happening, right? It's a shame though as the getangle z script works so well...
  10. This script compiles fine but it does not moveto in game after the 2 seconds timer expires. Is there something wrong with my timer or does begin Onfire not work with timers or is it something else? Float timer Begin onfire Set timer to timer + GetSecondsPassed Actorref.MoveTo playerref If timer >= 2 Actorref.MoveTo xmarkerref Set timer to 0 Endif End
  11. In your original example Summonedactorref.moveto PlayerRef fOffsetX fOffsetY fPlayerFacingZ The summondactorref appeared at various heights as it calculated the players facing angle, then entered that value as the third value in the moveto function (the z value in moveto that is moveto x y z) In my script to try and stop the summoned actor from appearing inside the landscape I used 10 as the last z value but it was working fine without any value entered. As for the moveto not working if the player is in a different cell. This would make the script fail if used on the border of a cell in an outdoor area right? That should not be too much of an issue as the script is being used with a weapon and the intention is to make the weapon slightly unpredictable, also I am trying my best to get the summoned actor as close as possible to the player without "bumping" them which should hopefully reduce the possibility of this occuring. Thanks for the information though as it will make testing easier. Thanks again for all your help, there is no way I would have been able to do that script without it.
  12. The script works, just needed a a few tweaks to get it doing what I wanted thank you, very appreciated! If you want to make a wiki entry: This script can move a reference to right in front of wherever the player is facing (make sure to read the moveto function wiki entry first) Scriptname moveinfrontscript Begin onequip ;your choice int iDistance float fOffsetX float fOffsetY float fPlayerFacingZ set iDistance to 70 ; or some desired <integer_value> in "game units" set fPlayerFacingZ to PlayerRef.getangle z set fOffsetX to iDistance * sin fPlayerFacingZ set fOffsetY to iDistance * cos fPlayerFacingZ SummonedRef.moveto PlayerRef fOffsetX fOffsetY ;you can put another value here if you want the ref to appear from above and drop down or if you find the moveto ref is getting stuck inside landscape or objects end
  13. So my script would look like PlayerRef.getangle z And then uh um use x = distance * sin (angle) y = distance * cos (angle) And add these results to Summonedactorref.moveto playerref But how exactly do i use these formulas? Pretend you are trying to explain it to an idiot, who doesn't know what those formulas mean, at all...just for laughs... It looks like this is possible though, cool. Oh don't worry about the rotation 180 I actually want the moveto actor to be facing the same direction as the player.
  14. I want to moveto an actor to just in front of where the player is looking. I am assuming I have to use PlayerRef.Getangle z And then use that value in the moveto function but I don't know how to do that...any help appreciated.
  15. I have tried switching on/off ai, changing factions, changing them to a ghost nothing has worked. The ambush ai package has been the only thing that has come close but only because it cuts out combat as the moveto actor does not engage anything. Then when I checked off the option to ambush a target, object any and then seleceted npc as the object to target the game crashes. From what I can tell the ambush package needs to be used in a specific location to work. I think the moveto function and ambush package do not work together. Oh well, I thought someone might have the answer, I will try and work around the issue somehow. Thanks for the info.
  16. I read over those tutorials: the npcs seem to get into combat as soon as the moveto function has happened, the summoned actor gets into combat mode and the other nps immediately react trying to attack it, this happens before a shot has been fired from my moveto summoned actor so the detection event via the impact sound rather than the firing sound seems irrelevant. As for the ai packages I have read over them and nothing I have tried so far has resulted in my moveto actor attacking undetected, this could be because I am not using the packages correctly but there comes a point when I figure it best to ask for help from people who are more experienced and may have encountered the same issue. I have tweaked those ai packages and edited scripts and then started up fonv so many times that the intro music is permanently imprinted into my ear holes.
  17. I have tried the ambush ai package with moveto but the actor just stays in sneak mode and never attacks. I have tried forcesneak but this does not stop the actor from alerting npcs as it attacks them. Also used addspell to make the actor use a stealthboy ability and still getting combat alarms. Stopcombatalarmonactor isn't working either. My aim is to get the actor to moveto any place I want and immediately attack other npcs with no chance for the npcs to even know what hit them.
  18. If it only works on persistent refs then it probably won't work on the random ncr trooper you might want to heal. Was pretty sure there was no way of getting the activator (or is that activatee?;) ref but thanks mightily for the confirmation. It means I can move onto other possible solutions.
  19. Is it possible to get the Ref In a script of the activated reference that the player is activating. (Pretty much the opposite of getactionref) For example the player talks to an NPC by pressing the use key and "activating" (is talking considered activating?) them, can you get that NPCs reference in a script (and then do something with that ref) Trying to set up a system where the player could heal an NPC by using/talking to them. There is the cannibal perk where you can activate dead bodies but the result of that script is to affect the player while I want to affect the thing the player is interacting with. Pretty sure this is impossible right?
  20. YES! Human error FTW! Never been so happy to wrong. Yup I was not suffering from some extremely focused virus that only targeted my NV geck's terminal script box, I made a simple error with my script several times in a row and with the help of the geck extender I was able to fix it. Thanks! No more ouchies.
  21. That is the weird thing. I tested an old backup and put in a script in the terminal, no problem it works fine but I try using the same copy pasted script on the mod version with the issue, a showmessage or additem, and it keeps on using the same script I compiled before that I have deleted and replaced. I would love to fix this issue with my most recent mod version but I can just use a backup and fill in all the updates I have made, annoying but doable the issue is if this recurs, if the terminals scripting box has some sort of bug I don't want to have to reenter all my updates over and over. If someone has encountered this bug and can explain why it occurred it would be much appreciated.
  22. Ok I heavily invested time into using terminals and the handy script box to get a variety of things working but for some unknown reason my terminals don't want to compile any new scripts. They are stuck on my old scripts with old message boxes that I have subsequently deleted. I have put in new messages, additem scripts, created new terminals and nothing makes a new script compile, like I mentioned I can completely remove a script from a terminal, compile the empty script window and the terminal does the same thing it always did message box and all. It is as if the compile button does not function anymore. I have tried to search for a similar bug elsewhere but so far nothing. I am going to try reinstalling stuff and making a new mod to see if I can fix the issue but I thought someone might have encountered something like this? Possible issue? I have recently started transferring scripts from fnv geck to fo3 geck so have been opening and closing both gecks often. Cannot think of anything else obvious that I did differently to cause this problem...
  23. Thanks all for the helpful advice. I looked at the groovatron code...that is some complex scripting right there... From what I can tell it seems to have a mix of things happening. Stopcombat Seems to be in there but it won't quite work for what I want. There is some faction changing and other stuff that I have no idea what it is doing. I'll check out those other mods and see if I can make some sense of what is going on, thanks for the leads. I considered listing each and every actorref.setignorefriendlyhits to get the job done...there are only what, a couple hundred actors to list right...heh.
  24. I want to make a weapon that heals the player's combat target. Setignorefriendlyhits seems the best way to do this but that function requires a reference to work right? Actorref.Setignorefriendlyhits 1 I want to be able to heal any actor, so how do I set up the script so all actors everywhere ignore a friendly hit and don't get aggroed at the player for trying to heal them?
  25. No script on the container so far besides the script to move it around. In small tests it is working but I really need to test it all in real gameplay to see what is going to happen. As for the npc interaction at the moment it is not a feature just something to test and see if I want it or not. It might be annoying to have your stuff taken all the time...it will all come out in testing.
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