jonathanhayman Posted September 20, 2010 Share Posted September 20, 2010 Hi there Im currently working on a mod (project) and have been for the past 2 months, the mod is called Robco city, that moves all the people from big town a fully working Robco Factory where they make Robots, weapons and ammo. Most of the upper level interior is done but im still working on the lower levels and the offices, but i would really like to make a quest for it, my quest making skills are limited but with time i learn how to do it properlly. what i need to know from some one is a script that i can use. the main purpose of the script is to build the city, so that it starts abandoned, and through out the quest you will see it slowly build up and clear. And then at the end of the quest its fully operational. this is a big mod and im doing it by my self, i would greatly appreciate the help, I will give credit to anyone who wants to help out with this slight problem. Cheers to all that help Jonathan Hayman Robco City Link to comment Share on other sites More sharing options...
agoon12 Posted September 21, 2010 Share Posted September 21, 2010 i guess the easiest way would be to use .enable and .disable commands.it isn't complicated at all but will take you days to complete the script. of course there is more elegant solutions (like the boys/girls from RTS proofed so many times), but you need to be a real "pro" to do it like they do it. in your case i would use a rather simple script. first thing you have to do is place your city the way you want it to look like when it's completely build. you should not use too much clutter, that makes it harder, as you will see soon.as an example we'll just imagine you placed three houses next to each other and want them to be completed one after the other.doubleclick each house, select "persistent reference" and "initially disabled", then give it a reference name. for this example we'll use "xxxHouse1" "xxxHouse2" and guess what... "xxxHouse3". earlier you selected "initially disabled", which means that those references won't be shown ingame until they get enabled by a script. so you have to write a short script. i won't write the whole script for you, because i don't know enough about your mod, but the command you need now is: xxxHouse1.enablexxxHouse2.enablexxxHouse3.enable whenever these three lines are called in a script your three references will appear. you could use them in a quest script, normal script or just call them in a "Result Script" of a Quest Stage. if you don't know how to create Quests at all you should just google it. there are some tutorials out there! (for testing you could use this script, add it to an activator e.g. the electric switch and place it next to your three test references: scn xxxHouseEnableScript short doonce begin onactivate if ( doonce == 0 ) set doonce to 1 xxxHouse1.enableelseif ( doonce == 1 ) set doonce to 2 xxxHouse2.enableelseif ( doonce == 2 ) set doonce to 3 xxxHouse3.enableendif end my english is not that good so if you don't understand something i wrote or just have some more questions, don't hesitate to ask! regards Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted September 21, 2010 Share Posted September 21, 2010 Pretty close. Use enable parents instead. Create markers for each group of things you want enabled, disabled, and set the marker as each object's enable parent. Then you can just enable/disable the marker, and everything it is the parent of will also be enabled/disabled. This way you don't have to list out every single object you want to add or remove. Link to comment Share on other sites More sharing options...
agoon12 Posted September 21, 2010 Share Posted September 21, 2010 True, true.Makes it a lot easier... it's still a lot of work if you try to enable a whole city like this. Specifying the enable parent for loads and loads of clutter takes quite some time! Still, you should be able to solve your problem now! Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted September 22, 2010 Share Posted September 22, 2010 I'm pretty sure you can do a batch by selecting them in the cell view window. Link to comment Share on other sites More sharing options...
jonathanhayman Posted September 23, 2010 Author Share Posted September 23, 2010 Thankyou guys for telling me this, really come in handy you both will be given credit when the mod is uploaded, keep a look out for it. Robco City. Thanks Again. Jonathan Hayman Robco City Link to comment Share on other sites More sharing options...
Tubal Posted September 25, 2010 Share Posted September 25, 2010 (edited) Select the objects you want to assign to an activation marker and press underscore ( _ ) to pull up the batch window. In addition to that you can "Set Enable State to Opposite of Parent" on things, so you can have rubble piles that disappear at the same time as new things appear or simulate how the new inhabitants clean up (or trash the place...). You can see how I did it in my Reilly's Ranger mod. Load up the cell SewardSquareRangerCompound in DCWorld12. There's a bunch of X-markers on the roof (for easy access in the editor) that control the expansion of the base. Also, forums have an inbuilt signature. Use that instead of signing your posts. :P Edit: Also2: Maybe you already know this, but check out Bethesda's tutorial vidshttp://forums.bethsoft.com/index.php?/topic/952768-geck-video-tutorials-on-you-tube/and a keyboard map is always helpful:http://www.fallout3nexus.com/downloads/file.php?id=1763 Edited September 25, 2010 by Tubal Link to comment Share on other sites More sharing options...
Recommended Posts