devinpatterson Posted March 6, 2014 Share Posted March 6, 2014 I had great success with the script but the script doesn't seem to be firing when the player enters the prim. Wierd thing is one of the tower snipers wandered to the front of the saloon and started a shootout between the snipers in the tower and other NPCs near the saloon I think a patrol or a package might keep them where they should be. If the snipers are close enough to interact with other snipers (or actors) it would probably be worthwhile to create a faction so you have control over who they perceive as enemies (especially since you probably have their aggression set very high). not sure how to use this prim as a trigger for the script. It pops up right after you draw the prmitive, the activator dialog has a drop down box to select your script. Make sure you include begin onTriggerEnter player so your not tripping a var when *anything* walks in. It could also trip a stage in your quest if that's easier to implement for you. Use the getScriptVariable function in your quest script to see if the var is flipped (which means the player is in the primitive). But (and this is a repeat of what I'v mentioned previously) I don't think triggers are the way to go. For a square like your pic, your going to have 4 zones, each running every frame and it looks like they cover a lot of area. Multiply that by hundreds of snipers (you did say hundreds right?) and I'd be concerned about performance. IMHO the getDistance function is the way to go, but give it a shot, maybe it won't bog the system down as much as I fear. All progress on this is halted until Sunday or Monday. I will include a download link for anyone who wants to mess with it. Slammed today, but I'll try DL it & look at it tomorrow. Link to comment Share on other sites More sharing options...
irswat Posted March 7, 2014 Author Share Posted March 7, 2014 https://www.dropbox.com/s/w08sxdbyytfr7qu/SniperModWIP.espi think the script is called SMSniperAlert, and all relevant attributes begin with SM.... This includes assets from Sniper Towers mod (just the sniper towers) with the authors permission. It also includes a Gillie suit armor, and sniper rifle from another 3rd party mod. These are not my work.I think you will find approximately 14 snipers currently placed between goodsprings-primm-novac. I have focused primarily on the two just outside of goodsprings on the tower. You will find these snipers are very dangerous (as snipers should be) so be sure to have good armor and weapon. The primary concern is that they are not engaging the player from far enough away to be a real challenge to a perceptive player.Let me know what you think. Once I get these snipers to react from far away enough I will place them all over the wasteland including the 109 sniper towers, and various other outposts and strategic positions. Once this is done I plan on creating some quests involving finding the origins of the snipers, and what there busines in the Mojave is. This will lead to a vast underground complex that will connect all of the sniper towers in the wasteland. I will also be working on some new concepts as I get the skills to including a mission using XRE cars with an AI driving through a corridor lined with sniper towers while you snipe from the passenger side. Link to comment Share on other sites More sharing options...
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