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SirIdiot

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Posts posted by SirIdiot

  1. Now, I know I ask a lot of questions on the forum and I could get annoying to some. But I need to know if this is possible or not and if it is, how?

    I want to make it so that when an NPC says something, after he says it he will punch the player. The player will then fade into blackness and wake up in a room. (I know how to move the player) Then, in the room, I want him to wake up, using the animation that plays in doc mitchells house when you start the game?

  2. Now, I'm not new to geck, I know how to do a lot. Navmesh included. However, there's a problem I don't know how to fix. I've created a new interior and once I was finished I went to navmesh. I opened up the navmesh menu and placed a node. However, the node didn't go where I wanted it to and it wont move.

     

    Look at the picture. it was supposed to go in the corner but it didn't. And I can't move it

     

    http://newvegas.nexusmods.com/images/6251099-1360754965.png

  3. So... (I have a sandbox package that runs when a quest variable is bCuring) If I wanted it to be 3 days until she move to the marker it would be...

    (I have a sandbox package that runs on the quest variable bCured == 1)

     

     

     

    float fStartTrigger
    
    begin gameMode
    
        if (GameDaysPassed >= (fStartTrigger + 3)
           if (AbbiQuest1.bCuring == 1)
            Do MoveToMarkerWithFade AbbiCampMarker
             Set bCuring to 0
             Set bCured to 1
        endIf
      endif
    end
     

    ?

  4. So, there's a quest I'm making. In the quest, you have to take this woman who was raped to a place. Once you're there, you gotta talk to this person. This person says he'll help her. Then, they both move to a certain marker with a fade. How do I make it so that after a certain amount of time has passed, she'll travel to a different marker I set up with a fade?

  5. Use trigger zones. Script is like

     

    scn scriptnamehere

     

    Begon OnTriggerEnter Player

     

    CompanionRef.Say TopicID

     

    End

     

    Don't use a doOnce loop, doesn't work at times. Flag say once on the dialog instead.

    You can throw the say command anywhere, doesn't seem to break things. Try digging around in vanilla quest scripts and having them comment on quests too.

     

    The .Say is where he'll say something but not actually start a conversation with the player right?

  6. I've made a companion and I want him to comment on places he visits. How do I make the condition for this?

    I can do it for interiors easy (GetInCell) but I don't know how to do exteriors like goodsprings, novac, and such.

    I can do it for places like freeside and the strip easy with the (GetInWorldspace)

     

    What is the condition to make him only say it when he's outside? (Goodsprings, Novac, Primm, Nipton ect.)

  7. Ok here's a quick tutorial.

     

    Place your NPC, open him up and give him a reference ID (JasonREF). Go to his packages. Create a new package and make it a sandbox package. In the wander location, if your NPC is in an interior, tick In Cell and find the cell. If the NPC is outside, make the wander location 'Near Current Location'. Now that's sorted, we move onto the script.

     

    Click on the pencil button on your toolbar. A small window should appear. Click File/New.

     

    Use this script (Edit where I say)

     

    scn YourScriptName
    
    Begin GameMode
    if (Player GetInSameCell YourNPCREF == 1)
    if (Player IsInCombat == 1)
    	YourNPCREF.SetActorsAI 0
    elseif (Player GetInSameCell YourNPCREF == 0)
           elseif (Player IsInCombat == 0)
    	YourNPCREF.SetActorsAI 1
    endif
           endif
    endif
    end

     

    I've tested this and it has worked for me. Tell me if there's any problems

     

     

    Actually it would be

    scn YourScriptName
    
    Begin GameMode
           if (Player GetInSameCell YourNPCREF == 1) && (Player IsInCombat == 1)
                   YourNPCREF.SetActorsAI 0
                   elseif
                   (Player GetInSameCell YourNPCREF == 1) && (Player IsInCombat == 0)
                   YourNPCREF.SetActorsAI 1
           endif
    end

     

    Always nest conditions instead of using the && operator, because the scripting engine will make all comparisons in the IF statement even if one evaluates to false. The syntax is incorrect in both of your scripts, and explicit references to the NPC are not necessary in an object script on that NPC.

     

    scn ScriptName
    
    begin gamemode
    
    if(getinsamecell player)
    	if(player.isincombat)
    		setactorsai 0
    	else
    		setactorsai 1
    	endif
    else
    	setactorsai 1
    endif
    
    end ; gamemode
    

     

    This causes the NPC to shut down its AI when the player is in combat. Is that the intended effect, jbear95?

     

     

    Well, you made me look like an idiot but hey, people learn from their mistakes

  8. Ok here's a quick tutorial.

     

    Place your NPC, open him up and give him a reference ID (JasonREF). Go to his packages. Create a new package and make it a sandbox package. In the wander location, if your NPC is in an interior, tick In Cell and find the cell. If the NPC is outside, make the wander location 'Near Current Location'. Now that's sorted, we move onto the script.

     

    Click on the pencil button on your toolbar. A small window should appear. Click File/New.

     

    Use this script (Edit where I say)

     

    scn YourScriptName
    
    Begin GameMode
    if (Player GetInSameCell YourNPCREF == 1)
    if (Player IsInCombat == 1)
    	YourNPCREF.SetActorsAI 0
    elseif (Player GetInSameCell YourNPCREF == 0)
           elseif (Player IsInCombat == 0)
    	YourNPCREF.SetActorsAI 1
    endif
           endif
    endif
    end

     

    I've tested this and it has worked for me. Tell me if there's any problems

     

     

    Actually it would be

    scn YourScriptName
    
    Begin GameMode
           if (Player GetInSameCell YourNPCREF == 1) && (Player IsInCombat == 1)
                   YourNPCREF.SetActorsAI 0
                   elseif
                   (Player GetInSameCell YourNPCREF == 1) && (Player IsInCombat == 0)
                   YourNPCREF.SetActorsAI 1
           endif
    end

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