pkleiss Posted April 4, 2010 Share Posted April 4, 2010 If you are using MoveTo to get your static prime to the dismount location, check out the MoveTo wiki page. There is a bit of extra code needed to update the world art for certain objects that aren't spawned with PlaceAtMe. Link to comment Share on other sites More sharing options...
BrendonLeCount Posted April 6, 2010 Author Share Posted April 6, 2010 Here's the head laser in action (no Liberty Prime file yet, though I did just work out the two major bugs that were holding me up). Imp's Laser Vision Perk http://www.fallout3nexus.com/downloads/file.php?id=12041 I cleaned up the code used to create and place the Prime activator object, and haven't been able to reproduce the problem since, though there's another issue - the activator get's placed where the player is standing, using placeatme, setpos, and setangle (I tried using moveto with an activator that never got deleted, just moved to a dummy cell, but couldn't get it to work right even with those coding tricks)the player then gets moved to a spot a few feet behind the activator object, like you were set down behind it (there's an imod visual effect that hides all of this from the player).The problem is that if the player is standing on a steep slope and facing downhill when they take off the armor, they are then moved into the hillside and get trapped inside of that geometry. Unless there's a way to check if a certain spacial coordinate has something occupying it, I'll need to provide a caveat that they have to dismount in a reasonably level area, along with an explanation of how to use "tcl" in the console. Link to comment Share on other sites More sharing options...
pkleiss Posted April 7, 2010 Share Posted April 7, 2010 The problem is that if the player is standing on a steep slope and facing downhill when they take off the armor, they are then moved into the hillside and get trapped inside of that geometry. If you ever figure this out let me know as I have a similar problem with a teleport gun. On occasion it places the player inside of geometry as well. I have been experimenting off and on over the past few weeks with it, but haven't figured out a fix as of yet. Nice work BTW. :thumbsup: Link to comment Share on other sites More sharing options...
BrendonLeCount Posted April 9, 2010 Author Share Posted April 9, 2010 Maybe you could spawn an object either above or right at the region in space that you're interested in, then check back in on its elevation every couple of frames? Once it stops moving, it's hit something. If it's immobile to start with, you know there's a collision issue. You can then delete it and do whatever based on whether the spot was occupied. I really need to figure out a way to tell when the character is airborne (and prevent it if possible) - checking the currently playing animation group doesn't seem to work, so liberty prime's footstep sounds keep playing whenever you leave the ground. I do have a file for it out though, finally. Link to comment Share on other sites More sharing options...
Recommended Posts