SpartanISW108 Posted June 27, 2014 Share Posted June 27, 2014 I'm having troubles with modding in a copy of the elevator from Lonesome Road for a personal silo home.I'm trying to create a script block that runs the movement part, then when the elevator is at the bottom of the shaft, disables the invisible wall at the front allowing you to continue.However I can only seem to get the starting sounds, and the movement up to the bottom of the shaft to work. But the script doesn't seem to follow the blocks in disabling the invisible wall when it reaches the bottom of the shaft.Here's the script in case anybody can help me scn Silo01ElevatorScript short iStage float fTimer Begin OnActivate if fTimer > 0 set fTimer to fTimer + GetSecondsPassed elseif iStage == 0 ; Stage 0 playsound OBJTurretGeneratorDisable NVDLC04SiloElevatorControlsREF.playgroup left 1; set iStage to 1 elseif iStage == 1 ; Stage 1 if fTimer >3 NVDLC04SiloElevatorStartCollisionREF.disable; ElevatorBackCollisionREF.enable; NVDLC04SiloElevatorLights02Ref.enable NVDLC04SiloElevatorLights02bRef.enable NVDLC04SiloElevatorLights03Ref.enable NVDLC04SiloElevatorLights03bRef.enable NVDLC04SiloElevatorLights04Ref.enable NVDLC04SiloElevatorLights04bRef.enable NVDLC04SiloElevatorLights05Ref.enable NVDLC04SiloElevatorLights05bRef.enable NVDLC04SiloElevatorLights01Ref.playgroup forward 1; NVDLC04SiloElevatorLights02Ref.playgroup forward 1; NVDLC04SiloElevatorLights02bRef.playgroup forward 1; NVDLC04SiloElevatorLights03Ref.playgroup forward 1; NVDLC04SiloElevatorLights03bRef.playgroup forward 1; NVDLC04SiloElevatorLights04Ref.playgroup forward 1; NVDLC04SiloElevatorLights04bRef.playgroup forward 1; NVDLC04SiloElevatorLights05Ref.playgroup forward 1; NVDLC04SiloElevatorLights05bRef.playgroup forward 1; NVDLC04SiloElevatorLights06Ref.playgroup forward 1; NVDLC04OBJElevatorLPREF.enable NVDLC04SiloElevatorControlsREF.playgroup left 1; NVDLC04SiloElevatorREF.playgroup forward 1; NVDLC04SiloElevatorShaft01Ref.playgroup forward 1; NVDLC04SiloElevatorShaft02Ref.playgroup forward 1; NVDLC04SiloElevatorShaft03Ref.playgroup forward 1; NVDLC04SiloElevatorShaft04Ref.playgroup forward 1; NVDLC04SiloElevatorShaft05Ref.playgroup forward 1; NVDLC04SiloElevatorShaft06Ref.playgroup forward 1; SiloBlastDoorDoubleREF.playgroup forward 1; set iStage to 2 set fTimer to 1 elseif iStage == 2 ; Stage 2 if fTimer >62 NVDLC04SiloElevatorEndCollisionREF.enable; NVDLC04OBJElevatorLPREF.disable; ElevatorFrontCollisionREF.disable; return endif endif endif end I've tried various ways of getting it to work, including "Isanimplaying" but I still can't get it to follow past the first block. I was using this guide as a template http://www.cipscis.com/fallout/tutorials/staged_timers.aspxBut it just doesn't seem to be working.Any help would be extremely appreciated on this topic. Thanks. Link to comment Share on other sites More sharing options...
JJ2198 Posted June 27, 2014 Share Posted June 27, 2014 (edited) I'm just an amateur at scripting, but don't you want the script to be in gamemode so that ftimer will change. And just have onActivate start the timer? Edited June 27, 2014 by JJ2198 Link to comment Share on other sites More sharing options...
SpartanISW108 Posted June 27, 2014 Author Share Posted June 27, 2014 So put the timer on a gamemode and the rest of it onactivate? Link to comment Share on other sites More sharing options...
JJ2198 Posted June 27, 2014 Share Posted June 27, 2014 (edited) Try this, have it all in gamemode and have just set ftimer to 1 in the OnActivate block then at the end of the stage 2 set timer back to 0. I think that should do it? At the moment all it does is: playsound OBJTurretGeneratorDisable NVDLC04SiloElevatorControlsREF.playgroup left 1 Try something like this: scn Silo01ElevatorScript short iStage float fTimer Begin OnActivate if fTimer == 0 Set fTimer to 1 Set iStage to 1 endif end Begin GameMode if fTimer > 0 set fTimer to fTimer + GetSecondsPassed endif if iStage == 1 ; Stage 1 playsound OBJTurretGeneratorDisable NVDLC04SiloElevatorControlsREF.playgroup left 1; set iStage to 2 elseif iStage == 2 ; Stage 2 if fTimer >3 NVDLC04SiloElevatorStartCollisionREF.disable; ElevatorBackCollisionREF.enable; NVDLC04SiloElevatorLights02Ref.enable NVDLC04SiloElevatorLights02bRef.enable NVDLC04SiloElevatorLights03Ref.enable NVDLC04SiloElevatorLights03bRef.enable NVDLC04SiloElevatorLights04Ref.enable NVDLC04SiloElevatorLights04bRef.enable NVDLC04SiloElevatorLights05Ref.enable NVDLC04SiloElevatorLights05bRef.enable NVDLC04SiloElevatorLights01Ref.playgroup forward 1; NVDLC04SiloElevatorLights02Ref.playgroup forward 1; NVDLC04SiloElevatorLights02bRef.playgroup forward 1; NVDLC04SiloElevatorLights03Ref.playgroup forward 1; NVDLC04SiloElevatorLights03bRef.playgroup forward 1; NVDLC04SiloElevatorLights04Ref.playgroup forward 1; NVDLC04SiloElevatorLights04bRef.playgroup forward 1; NVDLC04SiloElevatorLights05Ref.playgroup forward 1; NVDLC04SiloElevatorLights05bRef.playgroup forward 1; NVDLC04SiloElevatorLights06Ref.playgroup forward 1; NVDLC04OBJElevatorLPREF.enable NVDLC04SiloElevatorControlsREF.playgroup left 1; NVDLC04SiloElevatorREF.playgroup forward 1; NVDLC04SiloElevatorShaft01Ref.playgroup forward 1; NVDLC04SiloElevatorShaft02Ref.playgroup forward 1; NVDLC04SiloElevatorShaft03Ref.playgroup forward 1; NVDLC04SiloElevatorShaft04Ref.playgroup forward 1; NVDLC04SiloElevatorShaft05Ref.playgroup forward 1; NVDLC04SiloElevatorShaft06Ref.playgroup forward 1; SiloBlastDoorDoubleREF.playgroup forward 1; set iStage to 3 set fTimer to 1 endif elseif iStage == 3 ; Stage 3 if fTimer >62 NVDLC04SiloElevatorEndCollisionREF.enable; NVDLC04OBJElevatorLPREF.disable; ElevatorFrontCollisionREF.disable; Set fTimer to 0 Set iStage to 0 return endif endif end Edited June 27, 2014 by JJ2198 Link to comment Share on other sites More sharing options...
SpartanISW108 Posted June 27, 2014 Author Share Posted June 27, 2014 Is there any way to reset the animated parts as well through a seperate script so I can keep using the elevator every time I come back? Link to comment Share on other sites More sharing options...
JJ2198 Posted June 27, 2014 Share Posted June 27, 2014 (edited) Maybe try backward instead of forward and right instead of left, I guess? Edited June 27, 2014 by JJ2198 Link to comment Share on other sites More sharing options...
SpartanISW108 Posted June 27, 2014 Author Share Posted June 27, 2014 There's no playing backward animations for these pieces, is there not a script to reset them then? Link to comment Share on other sites More sharing options...
JJ2198 Posted June 27, 2014 Share Posted June 27, 2014 If you simply just want it to reset hitting the button again should do just that. Link to comment Share on other sites More sharing options...
SpartanISW108 Posted June 27, 2014 Author Share Posted June 27, 2014 (edited) Found the command, it's "reset3dstate"Is there any way to attach this to the exit door so when I go through the exit door it resets the shaft so I can go down the elevator again? How would I set up a trigger actually? So the script activates when I enter a certain boundary, as I can just place that in the next room forcing it to reset after the portal change Edited June 27, 2014 by ilyasw Link to comment Share on other sites More sharing options...
JJ2198 Posted June 27, 2014 Share Posted June 27, 2014 From what I've read about that function, it doesn't even work, so you might want to see if it does. Link to comment Share on other sites More sharing options...
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