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I need some help with scripting


highfire666

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if you're good to scripting please then, help me out

I need a looping spawn script that's able to be simultaniously active on different spawning pools and maybe even complicater that it only starts spawning when on X feet away from it. and also if possible that it also stops looping when on 3.X times that distance...

 

so for example:

you enter a room on 10 metres away from your ant eggs, mirelurk eggs, ant door, grave,...

and then every 10 seconds ants (or whatever) are goin to appear (with a sound)

on the same time you entered the room 3 other pods also started (same thing every 10 seconds 1 creature(I know I can make it better with random percent: worker 50%, soldier: 30%, warrior 20%))

 

so you fight them but they keep coming (is it possible to make your character like a Xmarker so that they all come towards you (even when your running away))

 

and once you're 30 meters away from the pods they will stop spawning, but the remaining ants would keep chasing you...

maybe if you skills are good enough add some extra like destroying it by putting a grenade or something like that in it...

 

 

please PM me if possible you will get credits in my mod and even kudos if I like it (I will ;) )

thx on advance

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if you're good to scripting please then, help me out

I need a looping spawn script that's able to be simultaniously active on different spawning pools and maybe even complicater that it only starts spawning when on X feet away from it. and also if possible that it also stops looping when on 3.X times that distance...

 

so for example:

you enter a room on 10 metres away from your ant eggs, mirelurk eggs, ant door, grave,...

and then every 10 seconds ants (or whatever) are goin to appear (with a sound)

on the same time you entered the room 3 other pods also started (same thing every 10 seconds 1 creature(I know I can make it better with random percent: worker 50%, soldier: 30%, warrior 20%))

 

so you fight them but they keep coming (is it possible to make your character like a Xmarker so that they all come towards you (even when your running away))

 

and once you're 30 meters away from the pods they will stop spawning, but the remaining ants would keep chasing you...

maybe if you skills are good enough add some extra like destroying it by putting a grenade or something like that in it...

 

 

please PM me if possible you will get credits in my mod and even kudos if I like it (I will ;) )

thx on advance

 

I'm a bit too tired to post you a finished script, but the 10 meters / 30 meters effect is easiest to do with activators that you use to fire/stop the spawning. I'm not sure if you can really make endless source of enemies that keep spawning new ones before the old ones are dead until the game crashes because of too many actors. The spawning ants can be handled via a leveled actor list that you call from the script fired and stopped by the 10 meters / 30 meters activators. The chasing can be done with either patrol via markers, or if you want to make it the hard way, with a scripted token that is added to the player's inventory (both ways have their good and bad sides though). You can always use bright enough lights, and set the particular ant's perception to 10 though, so they will have a good chance of spotting the player, thus not needing any fancy stuff.

 

The same effect is done in the Springvale School basement, only without "endless" ants. Just make sure the patrol routes the ants follow make them "seem" to be chasing the player, even when they don't actually detect him/her.

 

I hope that helps, and I'm sure someone will come with better ideas or even the whole script... :)

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This set of scripts will spawn special rad roaches that appear inside of a scaled down Death Claw Cage, then open the door to let the spawn roach out and close it after it leaves the cage. The roaches have a script running on them that updates the number of currently spawned roaches - to avoid the situation were the number of spawns gets out of control and casues massive FPS hits or CTDs, and they also have a patrol package that sends them on their way out of the spawning cage. The roach script also disables and marks the roaches for deletion to avoid save game bloat. The Death Claw Cage door runs the main script, and there is also a terminal with options to set the delay between spawns, and the max amount of roaches that will be spawned at any given moment.

 

The Death Claw Cage Door Script:

scn UCBugDoorScript

Short DoOnce
Short NumBugs
Short MaxBugs
Short Stage
Float Delay
Float Timer


Begin OnLoad
If DoOnce == 0
	Set NumBugs to 25	;Current number of bugs in the cell
	Set MaxBugs to 15	;Max amount of bugs to spawn
	Set Delay to 15		;Delay time between spawns
	Set DoOnce to 1
EndIf
End

Begin GameMode
If UCBase2RTRef.IsOn == 0	;Is the spawning active? 0=default, yes
	If Timer > 0
		Set Timer to Timer - GetSecondspassed
	ElseIf Stage == 1
		UCBugSpot1.PlaceAtMe UCBase2Roach2 1 0 0	;Spawn a bug
		Set NumBugs to NumBugs + 1			;Increase the number of bugs in the cell by 1
		Set Timer to 1			                ;wait 1 second before opening the cage door
		Set Stage to 2	
	ElseIf Stage == 2
		UCBugDoor.SetOpenState 1		;open the cage door
		Set Timer to 5				;wait 5 seconds before closing the cae door
		Set Stage to 3
	ElseIf Stage == 3
		UCBugDoor.SetOpenState 0		;close cage door
		Set Stage to 0
		Set Timer to Delay			;set the delay time to the value defined on the terminal
	ElseIf Stage == 0 && NumBugs < MaxBugs 		;Determine if a bug needs to be spawned
		Set Stage to 1				;Set the stage to the bug spawning stage
	Endif
EndIf
End

The Roach Script:

scn UCBase2RoachAScript

Begin OnDeath
Set UCBugDoor.NumBugs to UCBugDoor.NumBugs -1
Disable
markfordelete
End

 

The terminal Script:

scn UCBase2TermRoachScript

Short Stage			;0=Default, 1=Login Active, 2= Displays Terminal options
Short IsOn			;0=On, 1=Off

 

What I haven't shown here are the options on the terminal that let you set the Delay & MaxBug Values as defined in the cage door script. My options allow for increments of 5 for each. The Delay can be from 5 - 30 seconds and the number of max bugs can be 5-25. Note for my use of this, My cell already has 25 bugs in it. As the player kills them off, more will be spawned - up to the default max of 15. So the player needs to kill 11 before any will be spawned unless he chooses to change the maximum number by using the terminal.

 

Using this, you should be able to make what ever script you need for your own use.

 

Cheers.

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