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Help - possibly with scripting...


SilverShadow6487

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Okay, so here's what I'm trying to do. I'm making an arena-style mod to go with some others I'm doing for 'Eastside', and I've got stuck on a few things. I'm happy to look at tutorials and learn from them, but I can't find any that match what I'm trying to do this time around, so I'd appreciate any help.

 

1) After the player enters the arena through the main doors, there's another door between them and the arena floor (same for the enemy NPC the other end) that I want to stay locked while an announcer says something over speakers. Then the door can be released so they can go in. I know it has to be on a timer of some sort, but I need it to be locked only for a few seconds. I'm certain there's a tutorial out there for this, but I haven't found it yet.

 

2) I want a few NPCs scattered above the arena as spectators, but they freak out and run off once the fighting starts. I've set their confidence as high, they have 'ignore crime' flags, but obviously that's not enough. Is there a script to stop them doing anything except for their idle markers? (Cheering idle markers) I know I could just take them out of the arena, but I like to add a bit of realism if I can.

 

Any help you guys could give would be hugely appreciated, and if I'm being an idiot and there's tutorials for these things, just point me towards them. :smile: Thank you!

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If you set them to unaggressive and put them at an idle marker or have them lean against a wall and delete their sandbox AI package they shouldn't move.

 

As for the first one...

--------------------------------------------------------------------------------

ScriptName VaultpTimedDoor ;By BEArbiter

;Explaination:
;This script is to make TimedDoors, Elevators,...
;Once you press the button, Isactivated is set to 1, so pressing the button againt won't do anything, it need to be Reset to 0
;
;Then, each 1 second, One or more Door will be
;opened/closed. When All the door have been activated, the script
;will reset the Activator.
;It use Persitent Reference of the doors, So You need one
;Script per Activator/Elevator,....
;
;A Timing Issue Is possible(if you place Two or more activator
;and activate both at little interval), It can be
;Solve by Create An Global Variable instead of Isactivated
;Then, all the button witch use a copy of this
;script won't be useable while a Door is opened


float timer
;For a Global Variable, Go to Global, create a
;new short var named isactivated and delete theses line:
int isactivated
:<end of delete action>

Begin Onactivate
;If the button have been pressed before and
;not been reseted, the activator won't do anything
if isactivated == 0
set isactivated to 1
Activate
else
;If you want the Activation to do something
endif
end

begin gamemode
If isactivated == 1
if timer < 8

if timer < 1;
elseif Timer < 2;After One second, do the following
if Door1.GetOpenState == 3
Door1.SetOpenState 1
;Door3.SetOpenState 1
;You can Activate more than one door at a time.
elseif Door1.GetOpenState == 1
Door1.SetOpenState 0
;Door3.SetOpenState 0
Endif
Elseif Timer < 3
If Door2.GetOpenState == 3
Door2.SetOpenState 1
Elseif Door2.GetOpenState == 1
Door2.SetOpenState 0
Endif
Elseif Timer < 4
If Door3.GetOpenState == 3
Door3.SetOpenState 1
Elseif Door3.GetOpenState == 1
Door3.SetOpenState 0
Endif
Endif

Else
Set isactivated to 0
Set timer to 0
Endif
Endif
End

---------------------------------------------------------------------------
That is what you are looking for?
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Thanks, GAWDLeader! The solution for the timed doors sounds about right - I'll try it tomorrow and see if that does what I need it to do. It sounds like it would, so fingers crossed.

 

For the first one, I already tried doing that, to no avail. I've even tried SetGhost on them, along with no packages or patrols, etc., but that still didn't hold them. I'll keep fiddling with them and get it to work. I'm determined there must be a way, haha. Thanks for the suggestion, though.

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