DaemonGrin Posted July 5, 2013 Share Posted July 5, 2013 (edited) Ok I turned DLC05Light01 into an activator. I have it setup with working script, name etc but it doesn't offer me a target. It just acts like a static mesh. Any suggestions? Thanks,Geoff EDIT: One other thing while it's on my mind. I am using NVDLC03TeslaStream in my WIP and the loop audio ran buck wild covered the entire map even cranked the grey abyss into a pea soup vomiting possessed little girl green. I made a dup of the FXTeslaStream and jacked the attenuation down..way down...and duped the mesh teslastream renamed and attached the new sound file and replaced the stream I had in my map yet it did not change it. Any advice on this one? right now I have the soundfx disconnected XD. Edited July 5, 2013 by DaemonGrin Link to comment Share on other sites More sharing options...
rickerhk Posted July 5, 2013 Share Posted July 5, 2013 For sounds like that, place them in the world as initially disabled, then enable/disable by script, is what i've done.Does the light NIF have collision? I think that is needed to get a target prompt. Link to comment Share on other sites More sharing options...
DaemonGrin Posted July 6, 2013 Author Share Posted July 6, 2013 (edited) For sounds like that, place them in the world as initially disabled, then enable/disable by script, is what i've done.Does the light NIF have collision? I think that is needed to get a target prompt. Well I added the FX sound to the area rather then having it attached to the object it played fine and didn't go crazy but I also re-tweaked the attenuation etc. As for the light I added a collision mesh to it still can't activate it and doesn't show the name when you target it. Thanks,Geoff EDIT: Got the sound file working attached to the teslastream so it's all good had to jack the dB down from 5.w/e it was to 1.76, now it sounds perfect. Secondly unless someone can fill me in on how to make the DLC03Light01 to act as an activator (I gave it a collision mesh, didn't work maybe one of you could hook me up with a working nif I must be doing something wrong) I went ahead and deleted all the activators I made and just added the normal light mesh and put a scaled down switch behind it although the activate area is much large then the scaled down light >< Edited July 6, 2013 by DaemonGrin Link to comment Share on other sites More sharing options...
devinpatterson Posted July 6, 2013 Share Posted July 6, 2013 EDIT: Got the sound file working attached to the teslastream so it's all good had to jack the dB down from 5.w/e it was to 1.76, now it sounds perfect. Secondly unless someone can fill me in on how to make the DLC03Light01 to act as an activator (I gave it a collision mesh, didn't work maybe one of you could hook me up with a working nif I must be doing something wrong) I went ahead and deleted all the activators I made and just added the normal light mesh and put a scaled down switch behind it although the activate area is much large then the scaled down light >< How did you create it? I tend to find the easiest is to use an existing activator and just swap out the name, script and model. Havn't had any trouble with them so far. But if it's a real pain, and it just keeps fighting, you can also put a invisible activator in front of it. An example of something similar is VHDLegateCampGate it uses an invisible forcefield for it's model (forcefieldrightimpact01.nif) in front of the proper gate nif (NVMcCarranMainGate). These are for doors, but the same principal would apply. I don't know for sure why they didn't just use the model (NV_McCarran-MainGate.NIF) on a door form, but it shows one way, in principal that you could do it. So replace the model in a handy activator with the forcefieldrightimpact01.nif and you can rescale it to any size you want, to make it easy to activate, rename it to your switches name than attach your script. Link to comment Share on other sites More sharing options...
DaemonGrin Posted July 6, 2013 Author Share Posted July 6, 2013 EDIT: Got the sound file working attached to the teslastream so it's all good had to jack the dB down from 5.w/e it was to 1.76, now it sounds perfect. Secondly unless someone can fill me in on how to make the DLC03Light01 to act as an activator (I gave it a collision mesh, didn't work maybe one of you could hook me up with a working nif I must be doing something wrong) I went ahead and deleted all the activators I made and just added the normal light mesh and put a scaled down switch behind it although the activate area is much large then the scaled down light ><How did you create it? I tend to find the easiest is to use an existing activator and just swap out the name, script and model. Havn't had any trouble with them so far. But if it's a real pain, and it just keeps fighting, you can also put a invisible activator in front of it. An example of something similar is VHDLegateCampGate it uses an invisible forcefield for it's model (forcefieldrightimpact01.nif) in front of the proper gate nif (NVMcCarranMainGate). These are for doors, but the same principal would apply. I don't know for sure why they didn't just use the model (NV_McCarran-MainGate.NIF) on a door form, but it shows one way, in principal that you could do it. So replace the model in a handy activator with the forcefieldrightimpact01.nif and you can rescale it to any size you want, to make it easy to activate, rename it to your switches name than attach your script. That's exactly what I did I switched out an activator already setup, rename it and gave it the DLC05Light01 model and attached my script (which works 100%). That's what I ended up doing just slapped the regular light mesh in the button spot and setup the switch behind it (didn't want to null tex the switch and make a new ID lol, didn't really search for another just used the one I created my failure from). Thanks for the response,Geoff Link to comment Share on other sites More sharing options...
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