Buttitchski Posted April 23, 2009 Share Posted April 23, 2009 I have two issues I cannot resolve, I've spent a good deal of time on it. read countless docs and tried many different things. These are the problems... I need a switch to open a door (sounds simple). When the player approaches that door before activating the switch I need them to see a message telling them it is open elsewhere/remotely, whatever. I have tried Get/Set OpenState scripts to no avail. Applied different arrays of door gets script switch is linkedref yadda yadda but it never works. There is a generic door opened elsewhere script that will give the proper message when the player tries to open it but the switch part never works. It is required to have it function this way for my main quest. The second issue is that I need gun turrets to attack the PC if he/she performs a hostile action/theft on the premises. I have spent three days reading and digging through the functions/conditions/scripts and nothing I have tried has the desired affect. I created a faction, added the lone NPC I have created so far, added safes, items ect. to said faction. The NPC will react if you steal his stuff so, that part works as intended but, the guns are a different story. The will not protect the NPC. I can kick the crap out him right there and they do nada. During he coarse of playing around with dif settings I got different affects. With one seting the guns would attack him, another they attack me, yet another and they do nothing. I really would like to figure this out. The rest of the modding process has come relatively easy for me. The scripts are killin' me. At this point (not to be rude in any way) I don't need links to vids, wikis or tutorials, I need to chat with someone that can just do it. If you know what is up with this please, get hold me, PM, post here whatever. My mod can't continue until I expand my knowledge and all the documentation out there only covers so much. Link to comment Share on other sites More sharing options...
TGBlank Posted April 23, 2009 Share Posted April 23, 2009 Tried setting the turrets to "protect allies"?.Did you set the switch to linkref the door, and gave it a script that onactivate; set linked to getlinkedref; linked.setopenstate 1; end;?. Link to comment Share on other sites More sharing options...
Buttitchski Posted April 23, 2009 Author Share Posted April 23, 2009 Tried setting the turrets to "protect allies"?.Did you set the switch to linkref the door, and gave it a script that onactivate; set linked to getlinkedref; linked.setopenstate 1; end;?. Haven't tried "protect allies", I'll check into it. Cipscis sent me an OnActivate script, it's on another thread, I used it, applied to the switch, set the door as it's linkedref and it doesn't work. It's driving me crazy. I even opened Vault87Garage in the GECK. It has a hatch that opens via switch. The switch has no scripts and the door isn't it's linkedref. I can't for the life of me figure out how it opens the hatch. My bad, Vault112Garage. The door has the DoorRemoteOpenScript all it does is tell the player the door is opened elsewhere. :wallbash: neither the door nor the switch are linked. :wallbash: :wallbash: and they have no parent/child relationship. I have no clue how it functions, doesn't make any sense to me. The only differnce between V112G and my mod is, V112G uses a hatch/electricalswitch02 set up and mine is a jail door/electricalswitch I don't see how that could matter though, they are just objects. Where do you find "protect allies" under AI Packages? Under attributes you have helps nobody/ allies ect. Is that what you mean? I just noticed that a CrTurretCeiling01 will let you edit its traits but RCTurret01 will not. I used both. Link to comment Share on other sites More sharing options...
Buttitchski Posted April 23, 2009 Author Share Posted April 23, 2009 Here are the results I am getting... There are 3 floor laser turrets and 3 ceiling turrets. They are all in the same faction as the NPC which is neutral to the player faction. In that set up all the guns attack me. Two ceiling turrets that are facing each other, shoot at each other until one is destroyed. The are set to help allies. If I make the player faction allies to the new faction the just don't shoot me at all but, the two ceiling turrets still shoot each other. In this array they don't care what I do to the NPC. I'm sure this is just a config issue I just can't figure out the correct one. I do know I need the new faction neutral to the player. I also think I need the faction status to be reset after a period of time so they could return to the area with a neutral status so they could do business. Also, I have the NPC set as the owner of these turrets. Not sure if that is right either. Removed ownership of the turrets from NPC, no scripts or packages applied to turrets, NPC and turrets are in same faction neutral to player. When I go in I get shot on sight and the two turrets facing each other are blasting away at each other. The only relationship is the faction connection. I may just have to remove them. There will be other NPCs in the faction anyway but, I'd really like to get it working. Link to comment Share on other sites More sharing options...
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