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Brahmin tipping, on humans?!?


ThelastKaveman

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float PushTimer ;timer var used to delay pushing until proper point in animation

 

;Cow tipping!

 

;When activated, check to make sure:

; A. Player has no weapon out.

; B. Player is sneaking

; C. Player is undetected

;if the above are true, set Push and PushTimer vars

 

Begin OnActivate

if IsActionRef player == 1

 

Set Self to GetSelf

 

if GetDead == 0

set Push to 1

set PushTimer to 0.8

endif

endif

else

Activate

endif

else

Activate

endif

 

End

 

;If Push has been set to 1 (meaning a successful push took place)

;wait until timer runs out, then actually do the pushing and reset push to 0

 

Begin GameMode

 

if ( Push == 1 )

 

;Check what perspective player is in, and play the proper animation

 

if ( IsPC1stPerson == 1 )

Player.playidle Loose1stPBrahminPush

else

Player.playIdle Loose3rdPBrahminPush

endif

if ( PushTimer <= 0 )

Player.pushactoraway self 1

set Push to 0

else

set PushTimer to ( PushTimer - GetSecondsPassed )

endif

endif

 

End

 

 

I basically edited out the things I think I don't need. (I copied and pasted the script so the spaces before should be correct it just doesn't work on the forums) So is there anything I need to clean up ?

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This is the original script

 

ScriptName CRBrahminScript

 

ref Self ;stores reference ID for what to push

short Push ;flag set when animation starts, used to trigger timer

 

float PushTimer ;timer var used to delay pushing until proper point in animation

 

;Cow tipping!

 

;When activated, check to make sure:

; A. Player has no weapon out.

; B. Player is sneaking

; C. Player is undetected

;if the above are true, set Push and PushTimer vars

 

Begin OnActivate

if IsActionRef player == 1

 

Set Self to GetSelf

 

if GetDead == 0

if ( Player.IsSneaking == 1 )

if ( Player.IsWeaponOut == 0 )

set Push to 1

set PushTimer to 0.8

Self.PlaySound NPCBrahminIdleMoo

endif

endif

else

Activate

endif

else

Activate

endif

 

End

 

;If Push has been set to 1 (meaning a successful push took place)

;wait until timer runs out, then actually do the pushing and reset push to 0

 

Begin GameMode

 

if ( Push == 1 )

 

;Check what perspective player is in, and play the proper animation

 

if ( IsPC1stPerson == 1 )

Player.playidle Loose1stPBrahminPush

else

Player.playIdle Loose3rdPBrahminPush

endif

if ( PushTimer <= 0 )

Player.pushactoraway self 1

set Push to 0

else

set PushTimer to ( PushTimer - GetSecondsPassed )

endif

endif

 

End

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I'd suggest making a hidden perk and give it to the player through a Quest with a doonce script attached to it. In this example xxx is the perk's editor id.

 

scn BrahminDoOnce

 

short DoOnce

 

Begin GameMode

 

if DoOnce == 0

player.addperk XXX

set DoOnce to 1

endif

 

End

 

This will add the perk to the player. Then have a quest that looks for the condition of player.hasperk XXX == 1. And have that run the above script. Hope this helps.

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Wow, Thanks for the Info :D

 

And yeah a perk might work, but how would I go about One) Making it an aggressive action and 2) making it so that it uses a different button? I got it to work on the Merc in Crater-side supplies but it meant that I couldn't talk to him (I know you can't really talk to him, but if you "E" him, he does say something)

 

Also I'm having a RAM problem so I can't venture outside of Megaton (Flashes a bluescreen + computer restarts :ohmy: ) , I'll have to wait for Christmas so I can build a computer for New Vegas + FO3 :down:

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