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How would I make this item


Notamungus

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The only reason I like the NCR is that radio they give you that let's you call for a supply cache, soldier, and ranger as backup. Because for all other reasons I hate the NCR, I would like to make one that let's me call in one of three possible soldiers that I've made. How would I go about doing that?
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Well you have a great example, just follow the same template as the NCR radio. The heavy lifting is done in VEFR01NCREmergencyRadioQuestSCRIPT and the actual dialog is in it's associated quest. It's a pretty big script though. Near the bottom is where the actual actors are moved to the spawn markers (and the crate);

 

 

 

; -------------------------------------------------------------------------------------------- NCR Supply Support Selected (button 1) -------------------------------------------------------------------------------	\/

		If ( iSpawnSupplyDelay == 1 )																	; Set to 1 "Radio Menu Up" section (above).
				Set iSpawnSupplyDelay to 2
				Return
		Elseif ( iSpawnSupplyDelay == 2 )
				Set iSpawnSupplyDelay to 3
				VEFR01NCRRadioOperatorDUMMYRef.MoveTo VEFR0xRepSpawnMarker02
				Return
		Elseif ( iSpawnSupplyDelay == 3 )
				VEFR0xRepSpawnMarker02.MoveTo VEFR01NCRRadioOperatorDUMMYRef
				Set iSpawnSupplyDelay to 4
				Return
		Elseif ( iSpawnSupplyDelay == 4 )
				VEFR0xRepSpawnMarker02.PlaceAtMe VEFR01NCRSupplyCacheContainer 1
				SetStage VEFR01NCRGood2EmergencyRadio 10
				Set iSpawnSupplyDelay to 5
				Return
		Elseif ( iSpawnSupplyDelay == 5 )
				VEFR01NCRRadioOperatorDUMMYRef.MoveTo VEFR0xNCRRadioOpReturnMarkerRef
				Set iSpawnSupplyDelay to 6
				Return
		Elseif ( iSpawnSupplyDelay == 6 )
				SetQuestDelay VEFR01NCRGood2EmergencyRadio 5.0							; Set quest processing back to normal.
				Set iSpawnSupplyDelay to 7															; <<<DO NOT RESET>>>
		Endif

; -------------------------------------------------------------------------------------------- NCR Trooper Support Selected (button 2) ------------------------------------------------------------------------------	\/

		If ( iSpawnTrooperDelay == 1 )																	; Set to 1 in "Radio Menu Up" section (above).
				If ( VEFR01NCRSupportTrooper01AAMRef.GetDead == 1 )
						VEFR01NCRSupportTrooper01AAMRef.ResurrectActor 0
				Endif
				Set iSpawnTrooperDelay to 2
				Return
		Elseif ( iSpawnTrooperDelay == 2 )
				VEFR01NCRSupportTrooper01AAMRef.MoveTo VEFR0xRepSpawnMarker02
				Set bTrooperAlive to 1
				Set iSpawnTrooperDelay to 3

				Set bTrooperArrived to 0
				Set bTrooperAway to 1
				Set bSupportArrived to 0
				Set bSafetyTimer to 0
				Set bSupportAway to 1																	; <<<DO NOT RESET>>> (Handled by "Respawn Counter (in case NPC doesn't reach PC)")

				Return
		Elseif ( iSpawnTrooperDelay == 3 )
				VEFR01NCRSupportTrooper01AAMRef.AddScriptPackage VEFR01NCRGood2BarkAtPlayer
				Set iSpawnTrooperDelay to 4															; <<<DO NOT RESET>>>
		Endif

; -------------------------------------------------------------------------------------------- NCR Ranger Support Selected (button 3) -------------------------------------------------------------------------------	\/

		If ( iSpawnRangerDelay == 1 )																	; Set to 1 in "Radio Menu Up" section (above).
				If ( VEFR01NCRSupportRanger01CFRef.GetDead == 1 )
						VEFR01NCRSupportRanger01CFRef.ResurrectActor 0
				Endif
				Set iSpawnRangerDelay to 2
				Return
		Elseif ( iSpawnRangerDelay == 2 )
				VEFR01NCRSupportRanger01CFRef.MoveTo VEFR0xRepSpawnMarker02
				Set bRangerAlive to 1
				Set iSpawnRangerDelay to 3

				Set bRangerArrived to 0
				Set bRangerAway to 1
				Set bSupportArrived to 0
				Set bSafetyTimer to 0
				Set bSupportAway to 1																	; <<<DO NOT RESET>>> (Handled by "Respawn Counter (in case NPC doesn't reach PC)")

				Return
		Elseif ( iSpawnRangerDelay == 3 )
				VEFR01NCRSupportRanger01CFRef.AddScriptPackage VEFR01NCRGood2BarkAtPlayer
				Set iSpawnRangerDelay to 4															; <<<DO NOT RESET>>>
		Endif

; -------------------------------------------------------------------------------------------- NCR Patrol Ranger Support Selected (button 3) --------------------------------------------------------------------	\/

		If ( iSpawnPatrolDelay == 1 )																	; Set to 1 in "Radio Menu Up" section (above).
				If ( VEFR01NCRSupportRanger02HMRef.GetDead == 1 )
						VEFR01NCRSupportRanger02HMRef.ResurrectActor 0
				Endif
				Set iSpawnPatrolDelay to 2
				Return
		Elseif ( iSpawnPatrolDelay == 2 )
				VEFR01NCRSupportRanger02HMRef.MoveTo VEFR0xRepSpawnMarker02
				Set bPatrolAlive to 1
				Set iSpawnPatrolDelay to 3

				Set bPatrolArrived to 0
				Set bPatrolAway to 1
				Set bSupportArrived to 0
				Set bSafetyTimer to 0
				Set bSupportAway to 1																	; <<<DO NOT RESET>>> (Handled by "Respawn Counter (in case NPC doesn't reach PC)")

				Return
		Elseif ( iSpawnPatrolDelay == 3 )
				VEFR01NCRSupportRanger02HMRef.AddScriptPackage VEFR01NCRGood2BarkAtPlayer
				Set iSpawnPatrolDelay to 4																; <<<DO NOT RESET>>>
		Endif

; -------------------------------------------------------------------------------------------- NCR Combat Ranger Support Selected (button 3) -----------------------------------------------------------------	\/

		If ( iSpawnCombatDelay == 1 )																	; Set to 1 in "Radio Menu Up" section (above).
				If ( VEFR01NCRSupportRanger03AAFRef.GetDead == 1 )
						VEFR01NCRSupportRanger03AAFRef.ResurrectActor 0
				Endif
				Set iSpawnCombatDelay to 2
				Return
		Elseif ( iSpawnCombatDelay == 2 )
				VEFR01NCRSupportRanger03AAFRef.MoveTo VEFR0xRepSpawnMarker02
				Set bCombatAlive to 1
				Set iSpawnCombatDelay to 3

				Set bCombatArrived to 0
				Set bCombatAway to 1
				Set bSupportArrived to 0
				Set bSafetyTimer to 0
				Set bSupportAway to 1																	; <<<DO NOT RESET>>> (Handled by "Respawn Counter (in case NPC doesn't reach PC)")

				Return
		Elseif ( iSpawnCombatDelay == 3 )
				VEFR01NCRSupportRanger03AAFRef.AddScriptPackage VEFR01NCRGood2BarkAtPlayer
				Set iSpawnCombatDelay to 4															; <<<DO NOT RESET>>>
		Endif

; -------------------------------------------------------------------------------------------- END NCR Combat Ranger Support Selected (button 3) ---------------------------------------------------------	/\

 

 

You'll also want to look up tome of the radio station tutorials or any dialog quest tutorials if you plan on changing dialog. If you just want to swap out 3 different actors and keep everything else the same then those are the lines to plug them in at. However you have a lot of code in there determining how they act (adding/removing packages, ressurecting them etc) so even just swapping out actors means a *lot* of editing.

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for instance you would want to change all references of VEFR01NCRSupportTrooper01AAMRef to your paladin if you want to swap him/her out for the trooper, VEFR01NCRSupportRanger02HMRef for the patrol ranger or VEFR01NCRSupportRanger03AAFRef for the combat ranger. But there are a lot of things going on in that script, it's complicated, adn I doubt just swapping actors will do the job. I suspect that that is just the start. In addition the quest handles dialog when the trooper or ranger get's there, and you won't have that unless you edit it.
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I don't really care about the dialogue, so that won't really matter. Thanks for showing why you could. I'll try and figure out how it works. I'll probably get absolutely nowhere, but it's worth a shot. Even just getting someone to show up would be great. One last thing though, using it requires a high rep with NCR. How do I change that?
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Even just getting someone to show up would be great.

Swapping out teh actor IDs should do that.

 

One last thing though, using it requires a high rep with NCR. How do I change that?

The functions to chek rep for the NCR are; GetReputationThreshold RepNVNCR. They act as conditions for the various radio requests (along with other conditions based on time, ncr territory, inside/outside etc).

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