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Everything posted by feltrockni
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You know how you fix this? You hit the "~" key, type "tfc", hit enter, then type "tfc" and hit enter again. Fixed. Done. Over. 3 saves, 2 restarts, and it was that simple the whole time.
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So does this mean Nexus might get a UT2k4 section?
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In response to post #39692670. ^ this
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In response to post #39684490. #39686550, #39687780, #39688170, #39688440, #39688495, #39689940, #39691500, #39692070, #39692475 are all replies on the same post. I'm just gonna say it. You're being pig headed. You're not listening to the other arguments at all. Go back to your hole.
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So I just want to say, thank you. You guys have had THE BEST response of any company ever to a security breach. You notified the users appropriately. You had the appropriate apologetic attitude. You even are properly reorienting toward getting the system even better prepared for a critical breach. It sounds so simple but you've also kept us aware of everything in the process and I love you guys for it. *Hugs for your entire staff*
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timed energy blast script
feltrockni replied to feltrockni's topic in Fallout New Vegas's Mod Troubleshooting
I think I've sorted out the targeting script and the one you recommended seems to be the correct meathod but I can't get it to save. Could someone look this over for me and tell me what I'm doing wrong? This script validator basically says it's correct (minus the fact that it doesn't register onFire). scn aaMODReactiveLaserExplosion ;this script places a timed explosion at the reticle Float Timer Short DoOnce Begin OnFire Set Timer to 5 Set DoOnce to 0 End float xang float zang float x float y float z float playerheight float lont begin gamemode set xang to player.getangle x set zang to player.getangle z * -1 + 90 if xang <= 5 set lont to 1300; you can change this value if you need to else if player.issneaking == 0 set playerheight to 322 else set playerheight to 252 endif set lont to (playerheight*cos xang/sin xang * 0.34118010537042257764) endif set xang to player.getangle x * -1 set x to lont * cos xang * cos zang set y to lont * cos xang * sin zang Activator.moveto player x y 0 end Begin GameMode If DoOnce == 0 If Timer <= 0 Set DoOnce to 1 EndIf Set Timer to (Timer - GetSecondsPassed) If Timer > 4 && Timer < 5 Activator.placeatme EnclaveLightPulse01 EndIf If Timer > 3 && Timer < 4 Activator.placeatme EnclaveLightPulse01 EndIf If Timer > 2 && Timer < 3 Activator.placeatme EnclaveLightPulse01 EndIf If Timer > 1 && Timer < 2 Activator.placeatme EnclaveLightPulse01 EndIf If Timer < 1 Activator.placeatme GrenadePlasmaExplosion EndIf EndIf End -
timed energy blast script
feltrockni replied to feltrockni's topic in Fallout New Vegas's Mod Troubleshooting
I got the script working. So it fires up when I shoot the Reactive Laser Weapon. Now I still need help understanding the Euclid scripts to use it's targeting meathod. First, here is what I believe to be the target pointer script: ScriptName EuclidTargetPointerSCRIPT ; Spawns the targeting visual effect and animates it. Moves the effect to the last TargetPointer object, which is usually where the reticle is. ref rPointer; ref rSelf; BEGIN OnLoad set rSelf to GetSelf; if(VEuclidQuest.bPointerInitialized == 0 && GetQuestRunning VEuclidQuest == 1) ;prevents firing indoors as far as I can tell. set VEuclidQuest.bPointerInitialized to 1; set rPointer to PlaceAtMe EuclidPointerStatic; set VEuclidQuest.rPointer to rPointer; else set rPointer to VEuclidQuest.rPointer; endif set VEuclidQuest.nPointerTargets to VEuclidQuest.nPointerTargets + 1; if(VEuclidQuest.nPointerTargets == 5) rPointer.PlayGroup Idle 1 endif if (GetQuestRunning VEuclidQuest) ; if this check isn't in here the explosion often gets fired at the spot of the first target pointer rather than the last. rPointer.MoveTo rSelf; endif Disable; MarkForDelete; END Now here is the main script. This is the one I modified so it would bypass the limitation of only firing once per day. ScriptName EuclidsCFinderSCRIPT Modded ; checks preconditions for firing. Spawns a stream of target pointers at the reticle, which the targeting visual effect will align to. short bTargeted; BEGIN OnFire if (Player.IsInInterior == 0 && Player.GetInWorldspace Lucky38World == 0) set bTargeted to PlaceAtReticle EuclidTargetPointer 1 0 EuclidPointerRange if (bTargeted) set VEuclidQuest.fTimer to 5; StartQuest VEuclidQuest; set VEuclidQuest.bEnablePointer to 1; endif else endif END BEGIN GameMode if(VEuclidQuest.bEnablePointer) set bTargeted to PlaceAtReticle EuclidTargetPointer 1 0 EuclidPointerRange; endif END I'm not sure if this one is important. But it looks like it may be a primary code for the targeting. ScriptName EuclidTargetSCRIPT ref rSelf; float fTimer; short nEvent; ref rPointer; float fStartTime; BEGIN OnLoad set rSelf to GetSelf set fTimer to 1.0; set fStartTime to GetCurrentTime; if (GetDistance player < EuclidRange && Player.IsInInterior == 0 && GetCurrentTime < fStartTime + 0.5) ApplyImageSpaceModifier EuclidCFinderISFX; endif SetAngle X 0 SetAngle Y 0 SetAngle Z 0 END BEGIN GameMode if (VEuclidQuest.bHasTarget) set rPointer to VEuclidQuest.rPointer; if (fTimer > 0) set fTimer to fTimer - GetSecondsPassed; if(GetCurrentTime > fStartTime + 0.5 || IsPlayerMovingIntoNewSpace || Player.IsInInterior || rPointer.GetDistance player > EuclidRange || Player.GetInWorldspace Lucky38World) ; abort if player transitions. rPointer.Disable; rPointer.MarkForDelete; Disable; MarkForDelete; Set VEuclidQuest.nExit to 3; endif else if (nEvent == 0) set nEvent to 1; set fTimer to 1; PreloadMagicEffect FlamerFireDamage; MoveTo rPointer; elseif (nEvent == 1) if (rPointer.GetDistance player < EuclidRange && Player.IsInInterior == 0 && IsPlayerMovingIntoNewSpace == 0 && Player.GetInWorldspace Lucky38World == 0) PlaceAtMe EuclidExplosion ; set VMS03.nLastFiredDay to GameDaysPassed if (VMS49.bDoneArchimedesReaction == 0 && Player.GetDistance VeronicaREF < 1024 && GetObjectiveCompleted VMS49 70) VeronicaREF.Say VDialogueVeronicaARCHIMEDESIITestReact; set VMS49.bDoneArchimedesReaction to 1; endif endif set VMS03.nLastFiredDay to GameDaysPassed; rPointer.Disable; rPointer.MarkForDelete; Disable; MarkForDelete; set VEuclidQuest.nExit to 4; endif endif endif END -
timed energy blast script
feltrockni replied to feltrockni's topic in Fallout New Vegas's Mod Troubleshooting
I like the PrintToConsole idea since I have nvse for the nevada project already. Thanks. Now I just need to sort out the proper pointer code. Then I will be able to sweep a room, duck behind a table, then everyone dies. (Insert evil grin here) Also if anyone has a good lasergun design they could recommend to use for the gun that would be great. Also if I can sort out the options, later I may add the option to change the detonation timer each time you equip the weapon. But let's just worry about it functioning at all first. -
timed energy blast script
feltrockni replied to feltrockni's topic in Fallout New Vegas's Mod Troubleshooting
This is my current code and I can't get it to compile. I think I have the wrong message display code. This is only a test code so I can make sure the script activates properly. scn aMODReactiveLaserExplosion ;this script places a timed explosion at the reticle Float Timer Short DoOnce Begin OnFire Set Timer to 5 Set DoOnce to 0 showmessage "target designated" ;set a reference point to spawn pulses and detonation End Begin GameMode If DoOnce == 0 If Timer <= 0 Set DoOnce to 1 EndIf Set Timer to (Timer - GetSecondsPassed) If Timer > 4 && Timer < 5 showmessage "charge 1" ;pulse 1 EndIf If Timer > 3 && Timer < 4 showmessage "charge 2" ;pulse 2 EndIf If Timer > 2 && Timer < 3 showmessage "charge 3" ;pulse 3 EndIf If Timer > 1 && Timer < 2 showmessage "charge 4" ;pulse 4 EndIf If Timer <= 1 showmessage "Boom" ;detonate EndIf EndIf End -
timed energy blast script
feltrockni replied to feltrockni's topic in Fallout New Vegas's Mod Troubleshooting
I was originally basing the code on on the euclidcftargeter script but because that weapon fires using like 5 separate scipts I can't make heads or tails of how it's target pointer works. However I can tell you it looks a lot simpler than the sample code you pointed me to. You may want to take a look at that in the GECK. -
timed energy blast script
feltrockni replied to feltrockni's topic in Fallout New Vegas's Mod Troubleshooting
I have no problems changing the names. I only did it to bring it to the top of the list anyway. And onFire is valid. The archemedes targeter gun uses it. (See euclidcfinderscript, not sure I spelled it right but it's there) I did get a script put together that should have worked but it didn't activate. I will post it as soon as I get home(on cell now). -
timed energy blast script
feltrockni replied to feltrockni's topic in Fallout New Vegas's Mod Troubleshooting
Thanks. But that still won't save for some reason. Why can't there be a damn override save button in the geck... Also - I'm using onFire. I don't want it to activate only after it hits. Though... making people explode after they get hit with it would be cool. But the idea is to modify the Laser RCW so that everywhere it hits has a 5 second buildup of energy then explodes. Also if someone could help me with the code for placing an object at the reticle location and then placing a second object at the previous location. I would like to apply a pointer to the target location the add items to that location in the script, thus every time the script advances a second the detonation charge pulse gets bigger (via different objects placed) and then it detonates. -
Hi, I'm trying to create a script for a weapon that leaves an energy charge at a target location (trying to use a modified plasma projectile right now), then after 5 seconds it detonates with an energy blast (plasma grenade explosion). scn 1MODReactiveLaserExplosion ;this script places a timed explosion at the reticle float timer float fQuestDelayTime short aTarget begin OnFire set fQuestDelayTime to 0.001 set aTarget to PlaceAtReticle aTarget.placeatme 1MODReactivelaserpulse if ( timer < 5 ) set timer to timer + getSecondsPassed else aTarget.placeatme GrenadePlasmaExplosion 1 endif end notes: {1MODReactivelaserpulse} is my custom projectile with a speed of 0 and a fade of 5.0 {GrenadePlasmaExplosion} is the default explosion for plasma grenades The problems I have come across so far is: a. the test script for timers on the bethesda walkthrough doesn't work in the first place. b. the placeAtReticle command places the detonation in your face, not at the target location. c. none of my code works anyway because I have no idea what I'm doing.