Trueform Posted November 24, 2010 Share Posted November 24, 2010 HiI'm trying to make some activators that are on a wall, but I am having some problems - I want to make an activator that can still be used but can't be dislodged from the wall. I have tried using SetRestrained, which presumably doesn't work because they're not NPCs. If anyone can help me with this I would greatly appreciate it. Kudos will be given for any advice :) Link to comment Share on other sites More sharing options...
FutureVisions Posted November 24, 2010 Share Posted November 24, 2010 (edited) Activators can't be moved by default.What kind of activator are you talking about? Edited November 24, 2010 by FutureVisions Link to comment Share on other sites More sharing options...
Trueform Posted November 24, 2010 Author Share Posted November 24, 2010 I have a weapon as an activator. I think the problem is, because it's been placed on a wall, when it's knocked, it drops to the floor :wallbash: Link to comment Share on other sites More sharing options...
FutureVisions Posted November 24, 2010 Share Posted November 24, 2010 A weapon is not defined as an "activator" in the geck. Activators are static items that will ...well activate, when the player interacts with them. Weapons are part of what they call havoc objects. Havoc object are all objects that are affected by the physics engine in-game. So yes if you place a wepon item in the game world, it will fall to the closest surface. Activators are non havoc objects. for example a weapon can be picked up and an activator cannot.  What you want to do in this case is create a new activator using your weapon as a base. For this you will have to extract the weapon's nif file from the fallout meshes .bsa. You can do this with fomm and the package manager option (if I remember correctly). After that you just have to apply that mesh to your newly created activator to create an item that you'll be able to put it-game without falling off the wall and that the player can still activate. Link to comment Share on other sites More sharing options...
Trueform Posted November 25, 2010 Author Share Posted November 25, 2010 Ah, sorry, I don't think I explained myself too well when you asked what I was using as an activator :sweat: Â I have extracted the files and made a new activator with a weapons graphic, but it can still be knocked off the wall if it's nudged. I didn't know if there was a script or a way of making it non-havok so that it would just stay there, while still having the 'activate' label on it :) Link to comment Share on other sites More sharing options...
FutureVisions Posted November 25, 2010 Share Posted November 25, 2010 To have the activate option it will definetly have to be an activator. If clipping to a wall doesn't work with it, just stick a static object underneath it like a shelve or something. Link to comment Share on other sites More sharing options...
Trueform Posted November 25, 2010 Author Share Posted November 25, 2010 Ok well thanks for the help, and here's the kudos :) Link to comment Share on other sites More sharing options...
FutureVisions Posted November 25, 2010 Share Posted November 25, 2010 Anytime :laugh: Link to comment Share on other sites More sharing options...
Interfer0 Posted November 25, 2010 Share Posted November 25, 2010 Or in the bhkRigidBody node, change the mass to 0. That will make the object immovable. Link to comment Share on other sites More sharing options...
Ez0n3 Posted November 25, 2010 Share Posted November 25, 2010 I've heard you can point the model path at the 1st person static mesh instead of the default "carry-able" path to fix that. Unsure though. Link to comment Share on other sites More sharing options...
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