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Black Mountain Radio


Machienzo

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Simple mod, but I don't know how to implement it. What I want is a mod that gets Black mountain radio to broadcast everywhere. I know there's already a mod like that, but what I would like is something different. You know those four consoles just outside the broadcast building that move the satellite dishes? I want a script that, when you activate all four of them, broadcasts BMR across all of the wasteland. I've checked how this was done in Fallout 3 with GNR, and it works by making two radio stations.

 

One with the radius broadcast and the other with the entire world broadcast. A script then works which switches the two.

 

Here is the GNR one for reference. That last paragraph is the coding for changing the radio stations.

 

scn MQ02RelayBeforeScript

;This does a whole mess of stuff after the Player brings the Virgo II dish from the Museum of Tech to the Relay
;The dish is remvoved from Player's inventory and added to the Relay
;The Relay and Control Panel plays an animation
;GNR instantly widens its broadcast diameter

short Button
short GoRelay

begin OnActivate

if ( RadioGalaxyNewsQuest.ThreeDogDead == 0 )
	if ( GoRelay < 2  )
		ShowMessage MQ02RelayBeforeMessage
		Set GoRelay to 1
	elseif ( GoRelay == 2 )
		ShowMessage MQ02RelayAfterMessage
	endif
elseif ( RadioGalaxyNewsQuest.ThreeDogDead == 1 )
	;do nothing
endif

end

begin gamemode

Set Button to GetButtonPressed

if ( Button == 0 ) && ( GoRelay == 1 )
	Playsound QSTRelayFix
	Player.RemoveItem MQ02VirgoIIDish 1
	MQ02DishDoneRef.Enable
	RadioGalaxyNewsRef02.Enable
	PipboyRadio tune RadioGalaxyNewsRef02
	RadioGalaxyNewsRef01.Disable
	RadioGalaxyNewsRef02.StartRadioConversation
	RewardKarma 200
	set GNRDishDone to 1
	SetStage MQ02 50
	MQ02RelayWithoutDish.playgroup backward 1
	MonumentOsc.playgroup forward 1
	Set GoRelay to 2
endif

end

 

 

And here is the coding for the 4 radio satellite switches.

scn BMRadioControlPanelScript

int DoOnce

ref ThisRef
ref ActivatingActor

begin OnActivate

set ThisRef to GetSelf
set ActivatingActor to GetActionREF

if ActivatingActor.GetIsReference player

	; For dishes 1, 2, & 4, run their animation
	if ThisRef.GetIsReference BMDishControlPanel01REF && DoOnce == 0
		BMDishControlPanel01REF.PlayGroup Left 1
		BMDish01REF.PlayGroup Forward 1
		BMDishControlPanel01REF.SetDestroyed 1
		set DoOnce to 1

	elseif ThisRef.GetIsReference BMDishControlPanel02REF && DoOnce == 0
		BMDishControlPanel02REF.PlayGroup Left 1
		BMDish02REF.PlayGroup Forward 1
		BMDishControlPanel02REF.SetDestroyed 1
		set DoOnce to 1

	elseif ThisRef.GetIsReference BMDishControlPanel03REF && DoOnce == 0

		BMDishControlPanel03REF.PlayGroup Left 1
		BMDish03aREF.PlayGroup Forward 1
		BMDishControlPanel03REF.SetDestroyed 1
		set DoOnce to 1

	elseif ThisRef.GetIsReference BMDishControlPanel04REF && DoOnce == 0
		BMDishControlPanel04REF.PlayGroup Left 1
		BMDish04REF.PlayGroup Forward 1
		BMDishControlPanel04REF.SetDestroyed 1
		set DoOnce to 1
	endif

endif

end

 

I also would like for an option within Tabitha's broadcasting room, to go to one of those consoles, and with 50 science skill, have the option to turn the broadcast back on (claiming that searching through the radio station's mainframe found a recording of all of Tabitha's broadcasts). Enabling this sets the broadcast of the station back to 1. Of course, if the sattelites have already enabled the 'second' radio station, it will broadcast that instead.

Edited by Machienzo
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