Jump to content

Mod In Progress


Buttitchski

Recommended Posts

Please use code or codebox tags when you post code, it's very hard to read otherwise because it's unindented and not in a fixed-width font.

 

The script that I posted should be attached to the switch, and the door should be the linked reference of the switch. The script that you posted is activated to the door, and the door makes use of an Activate Parent. If the player activates the door, a message is shown; if another activates the door, nothing happens; otherwise (i.e. if its activate parent activates the door) then it is activated normally. If you set up your door correctly, then you should be able to use that script or one very similar.

 

Cipscis

Link to comment
Share on other sites

Thought I'd add some screen shots of my completed work...

 

http://img10.imagehosting.gr/out.php/i559866_ScreenShot41.jpg Layout

http://img10.imagehosting.gr/out.php/i559865_ScreenShot40.jpg Exterior

http://img10.imagehosting.gr/out.php/i559864_ScreenShot35.jpg Main Entry

http://img10.imagehosting.gr/out.php/i559855_ScreenShot38.jpg Waiting Area

http://img10.imagehosting.gr/out.php/i559875_ScreenShot34.jpg Teller Area

http://img10.imagehosting.gr/out.php/i559887_ScreenShot22.jpg Unisex Restroom

http://img10.imagehosting.gr/out.php/i559877_ScreenShot37.jpg Fire Exit

http://img10.imagehosting.gr/out.php/i559884_ScreenShot39.jpg Safety Deposit Room

http://img10.imagehosting.gr/out.php/i559876_ScreenShot36.jpg Bank Managers Office

http://img10.imagehosting.gr/out.php/i559886_ScreenShot32.jpg Bank Vault (this is the remote open door)

 

I tried to make it look like a bank as best as I could. The result is pretty nice. It looks better in game than in the screenies. My goal is to make it look like it was always there.

Link to comment
Share on other sites

Please use code or codebox tags when you post code, it's very hard to read otherwise because it's unindented and not in a fixed-width font.

 

My bad, I fixed it.

 

The script that I posted should be attached to the switch, and the door should be the linked reference of the switch. The script that you posted is activated to the door, and the door makes use of an Activate Parent. If the player activates the door, a message is shown; if another activates the door, nothing happens; otherwise (i.e. if its activate parent activates the door) then it is activated normally. If you set up your door correctly, then you should be able to use that script or one very similar.

 

Cipscis

 

So, apply OnActivate script to the door then use the other script on the switch making the door its linked reference?

 

OK, I have attached the OnActive script to the door (not sure if it is right)

 

scn OnActivateSCRIPT

begin OnActivate

end

 

That prevents the door from being opened by player but, no message that it's opened remotely either. To the switch I attached the script you gave me earlier, making the door it's linked ref but still no go. The switch will not open the door. I would like to have the door opened by the switch (remotely) and give the player the message "this door is open elsewhere".

Link to comment
Share on other sites

Cipscis, sounds like I'm going to be bothering you as well. I'm having the Same issue as Dead Faction. Linking a door to a switch. I'll follow along with what your telling him, but May need a little more info then that. but I'll wait and see.

 

I'm new to Moding, and this is my FIRST Forum post (usually just google and read others, don't post) so if i'm out of place Please let me know.

 

QUESTION, How do you put the script ON the door/switch? I Found the script in the Object window, and Dragged it to the door/switch, but how do i check if it is ON there? (not like it has a marker or anything)

 

 

P.S. Dead Faction, from the little bit of looking at Mods i've done, YOURS is one of the Best Decorated I've seen. Your either Very good at it, or have put Many hours in. Can't wait till it's done, would love to try it.

Link to comment
Share on other sites

Cipscis, sounds like I'm going to be bothering you as well. I'm having the Same issue as Dead Faction. Linking a door to a switch. I'll follow along with what your telling him, but May need a little more info then that. but I'll wait and see.

 

I'm new to Moding, and this is my FIRST Forum post (usually just google and read others, don't post) so if i'm out of place Please let me know.

 

QUESTION, How do you put the script ON the door/switch? I Found the script in the Object window, and Dragged it to the door/switch, but how do i check if it is ON there? (not like it has a marker or anything)

 

 

P.S. Dead Faction, from the little bit of looking at Mods i've done, YOURS is one of the Best Decorated I've seen. Your either Very good at it, or have put Many hours in. Can't wait till it's done, would love to try it.

 

 

Thank, I appreciate that. I wish I was a s good as scripting as I am at layouts and lighting. :confused: Since those screenies I have revamped the lighting and it looks much more natural. As far as that dang switch is concerned, I'm still working on it. I'll post a solution when I find one. I've been working on the bank managers daily routines. To apply a script, open the edit window for your object, click edit base, that opens a new window where you will see a drop down box on the left titled script. You can then choose your appropriate script from the list or create your own. I have found a few scripts that I would assume can be used for the switchopendoor thing but, no combination I've tried has succeeded, yet. Cipscis pointed toward getopenstate, I read about it, tried it but I'm not certain if I applied the script correctly. I will get it though. After I get the hang of setting up NPCs routines and get them all in place I will move to the main quest where I will need a door to open via switch. Another problem I am having is getting a mounted turret to react to hostile actions against the bank manager, no matter how I set it up they either light me up when I go in the bank, do nothing when I assault the manager or shoot each other. I did manage get the bank manager to walk to a floor turret and say hello to it. Had me roflmao.

 

I found it helps to read the GECK tutorials all the way through. I have a tendency to read something that I understand and run with it, finding out later that if I just read another paragraph I would have had my answer and saved some forum space. :thumbsup:

 

BTW: I've spent close to 2 weeks on and off refining the banks interior. I'll go in and scrutinize every nook and cranny, check it from all angles. The interior is looking very nice. Shame that's only a small part of the mod. Maybe I should just create interiors and let the pros do the scripts.

Link to comment
Share on other sites

Ya, the Script thing is throwing me off as well. And I even took an "INTRO to JAVA" course, and it's the same basic thing, Still, Can't get it.

 

(2 weeks? that's IT? I've been on my Vault/Bunker mod for 3, and i mean 3 FULL Weeks, 16+ hours a DAY/ 7 Days)(ya, i don't work, lol, Wife does)

 

NEW

 

I have a new Prob/Question, but not sure if it can go here. About GECK (general) and "Active File" when loading the GECK to work on your mods.

 

someone advise pls. :unsure:

Link to comment
Share on other sites

Ya, the Script thing is throwing me off as well. And I even took an "INTRO to JAVA" course, and it's the same basic thing, Still, Can't get it.

 

(2 weeks? that's IT? I've been on my Vault/Bunker mod for 3, and i mean 3 FULL Weeks, 16+ hours a DAY/ 7 Days)(ya, i don't work, lol, Wife does)

 

NEW

 

I have a new Prob/Question, but not sure if it can go here. About GECK (general) and "Active File" when loading the GECK to work on your mods.

 

someone advise pls. :unsure:

 

 

Well, if my understanding is correct, when you set an active file in the GECK (it also loads fallout3.esm to get all the content) any changes made are applied to the active file. Meaning, when you load your mod to play, the changes are present, when it is not enabled the game reverts to vanilla. There may be more to it than that but, that's all I know. I do know that if you go into edit base and ONLY change the name of the object your working with, it will rename that object in the entire Fallout3 universe. If you rename AND give it a unique ID it duplicates the item (creating a new ID for it) leaving the original intact. Again, my interpretations may be wrong so, if anyone has any other input I'd love to hear it. As for the time I've spent on the interior, that's 2 weeks all day from around 9am to 2am minus dog walking time. Also, the area isn't that big. I too am unemployed (wife owns me ;D ). I install retail computer systems (ATMs, POS terminals, Servers, ect.) and provide training but, due to the economic downturn, no installations are being performed. :( I live in Ohio and it might as well be dead. I can't even get a job working in a drive-thru beverage place. It's really a sad time.

 

The interior of the bank has totally new lighting than in the screenies (looks WAY better) but, I'm not gonna litter up a thread with screen shots of a mod that may never get finished. I will be assisting another modder soon, creating a navmesh for their base. I enjoy that part of the process and he doesn't so I opted to do it for him. It will draw my attention from my mod for awhile.

 

As a side thought, I am surprised no one finds this mod interesting enough to assist. Would the world really revert to bottle caps for currency after such an event or would they try and reestablish what was there prior to the collapse? I personally would prefer a stack of prewar money over some bottle caps but, what do I know? I did not play FO 1 & 2 so I do not know the lore.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...