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Demeggy

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Everything posted by Demeggy

  1. Edit: if GetKeyPress == XX (you'll have to find the code of the key in question) do whatever you want it to do endif Because I'm such a nice guy, have a cup of tea and a biscuit :thumbsup:
  2. Hmm, cheers. I'll have a look at this 'speedmult' malarky :)
  3. Evening all, Well, I've dabbled, and poked, and generally not had a fat lot of joy - perhaps someone can enlighten me; is it possible to force an NPC or creature to 'walk' at all times? Even when in combat? Overencumbering said NPC/creature doesn't appear to do much, and the only example I can find is the SM Behemoth, but can't work out what makes this tank move so slow. Answers appreciated :)
  4. Afternoon everybody, the latest in a batch of unusual errors with one of our project's interior cells stems around the player being mysteriously moved back to an xmarkerHeading Ref the second they cross the threshold of a certain place in the cell. It's almost like there's an invisible wall the player crosses which then teleports them to the nearest xmarker. I've checked all markers, all scripts and can find absolutely nothing that would warrant the player being forced back. My questions really go along the line of; what is this and how do i fix it? It's not an overly complicated cell, in fact, its incredibly simple, a labyrinth of cave hallways, not overly large. Cheers, Demeggy
  5. Well's that a bit rubbish really :( Oh well, thanks :)
  6. Whats the grounding on importing content from previous Bethesda Fallout titles? Is it classed as breach of copyright to import content from say, Mothership Zeta?
  7. Aye, it's a vanilla idle 1st person anim, I effectively want the player to 'stagger' as it were, I'll have to retry the method and see if I can get it working by creating it under LOOSE. I'll report my findings back.
  8. Thanks, I believe both should really work, havent had issues with other scripts of a similar setup.
  9. Evening all, Im trying to get a standard vanilla anim to run in 1st person when entering a trigger, but having absolutely no joy. I've extracted the .kf to a custom location, created a custom idleanim in GECK (it has no conditions set but has Must return File and No Attacking ticked) and pointed the art file to its location. I'm running it with the below script (plan to force 1st person view as a condition if players in 3rd person at the time when I get the anim running): BEGIN ONTRIGGERENTER PLAYER player.PlayIdle 1stPHitStagger END But it just does not run. Am I missing a vital part of the process? Cheers Kris
  10. Okay, so an utter nightmare has occured. All messages within my .esp have vanished. They're not showing up in GECK at all, and can't be found via scripts. Any suggestions as this is a major, major issue. Kris
  11. You cant specify the player by setting it to reference can you? As it requires a cell to specifically ref to, there's no specific cell containing the player. The items are collected from a seperate container before you go into the terminal, so no, that'd wouldnt make any sense either. Hmm. Edit: No, wait, fixed :) Cheers mate, ref'd the cell and playerRef and it checks in ok :)
  12. Hmm, thanks. Tried, didnt seem to make a difference :/ It's the player character its checking from so it shouldn't be set to check the itemcount on any other container.
  13. Evening all, right, in a pickle. Have a terminal (it's a sub-menu terminal of a world reference terminal), which should be displaying menu options based on the number of items in the players inventory and nothing else. Simple right? So I've done the usual; Created the menu entry and stuck the Item condition down the bottom, but when I know I've got the number of items in my inventory during testing, nothing, it won't show up in the menu. Tried a fresh save, the works, nothing. The item in question is a custom item, isn't a quest item, I literally cannot think of a reason why it won't work. Any suggestions? Condition is as below: GetItemCount [myMiscObjectHere] >= 3 Run on Subject Cheers
  14. Managed to sort it in the end, daft condition I'd put in the wrong block :) ta
  15. Hi all, quick one this, pulling thread here; If someone were to click a button within a menu which resulted in their head being crippled to 0%, but completely restores their radiation level (i.e. sets radiationrads back to 0), should the below work? player.damageAV PerceptionCondition 1000 player.restoreActorValue radiationRads 1000 Cheers, Demeggy
  16. Insanely tricky this one mate. Insanely. Have you tried asking them nicely? (j/k) Other than create a set path for them go down, laying them out and AI Packaging them to 'walk' from markerA to markerB, there's not a fat lot you can do AFAIK.
  17. Confirmed. I've been trying to create my own 'cinematic script engine' for years to create authentic looking first person cinematics, and it's still looking pretty flaky. If you want to give the feeling of the player lying down, you're going to need a lot of patience and clver POV trickery.
  18. Anyone experienced the following? Upon spawning into an interior cell, all objects seem to have spawned at the same location as the player, rendering you 'moveless'. Can't fathom what's causing this. EDIT: Resolved, dodgy cell issue
  19. Hate to *bump*, but... *bump*. Okay, so i've tried everything. When the player enters the trigger, SETTING the angle manually (i.e. by 45, 180 etc) works, but the given code doesn't. Not sure what I'm doing wrong here. To clarify. When player is the trigger, the object must be facing the player's location.
  20. Mhm, I'm trying it on an activator now as neither works, and it still isn't doing it. Basically, the moment the player hits a trigger, it's supposed to run that code in a doOnce and have the object facing the player...
  21. Hate to bump, but having no joy. Anyone else experience issues like this?
  22. I get what youre both saying, but the code I've posted doesn't even move myObject at all. It's meant to be facing the player, and should work by that code, but I can't fathom why it won't.
  23. Hi all, well I'm trying something a little different here. I'm aiming to get a series of static objects to 'face' the player. Now I'm not entirely such the logical way to go about this. Any suggestions? Have mulled over setAngle and getAngle on both player and object, but not having much luck. The code I'm using falls into a doOnce statement; set angle to myObject.GetAngle Z + myObject.GetHeadingAngle player myObject.SetAngle Z angle Thanks. NB. Do they have to be movable static objects to be able to do this? Kris
  24. Sounds interesting, will experiment with that and get back to you. Luckily, the player isnt within touching reach of this object. In what context did you use the setpos?
  25. Clever idea, but wouldnt fit my purposes unfortunately, a to b is vertical :(
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