devinpatterson Posted May 16, 2011 Share Posted May 16, 2011 (edited) I'm working on a project that uses the VR pods for a virtual reality game in a arcade. I'm trying to find some way t-port the player back into the pod upon death (or just before death) in the VR world, as I obviously don't want the VR games to be lethal (not a good business model). Would anybody have suggestions? Edited May 16, 2011 by devinpatterson Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted May 16, 2011 Share Posted May 16, 2011 You would want to do it at some low level of health, not upon death. Then basically it would be something like: Begin GameMode if player.getav health < 20 ;or whatever number you want it to be showmessage mydeathmessage ;show a message so it's not abrupt and the player will know what happened player.moveto mypodref ; whatever the name of the ref where you want the player to teleport back to endif End There could probably be some case where the player takes a critical and goes from health higher than 20 down to 0 and this will never trigger, so you could try adjusting the health level, or adding some other code to try to anticipate that. Or you could just put a warning label on your pods, letting people know it could happen :) Link to comment Share on other sites More sharing options...
devinpatterson Posted May 16, 2011 Author Share Posted May 16, 2011 You would want to do it at some low level of health, not upon death. There could probably be some case where the player takes a critical and goes from health higher than 20 down to 0 and this will never trigger, so you could try adjusting the health level, or adding some other code to try to anticipate that. Or you could just put a warning label on your pods, letting people know it could happen :) Gotcha, moveto it is then And a large sign on the front saying something like "Warning pregnant woman and individuals with heart conditions" etc. Maybe I'll bump up hte player hp +100 and make the move to command run when less than 100, then a reset health (oh and remove the 100) when they appear outside the pod. That 100 buffer should prevent any really nasty criticals snuffing out paying customers. Thank you very much for the help Quetzlsacatanango. I was also curious if you have run across any leads on how to make a multipart mesh nif (is that the right terminology) like the ranger sequoia into one single mesh. I'd love to have my annoying gunslinger eyebot out there in the wasteland making the players life miserable. I can also go into blender if I have to, I recently set it up (along with nif support). Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted May 16, 2011 Share Posted May 16, 2011 As long as he doesn't have to holster and draw it, I think you had the solution in your other thread. You can do it in nifskope, I guess. I would use blender.Do the items you want to combine use the same texture? If so it would be ok to join them. If not, you wouldn't want to because it will screw up the texture mapping. Link to comment Share on other sites More sharing options...
devinpatterson Posted May 16, 2011 Author Share Posted May 16, 2011 (edited) As long as he doesn't have to holster and draw it, I think you had the solution in your other thread. You can do it in nifskope, I guess. I would use blender.Do the items you want to combine use the same texture? If so it would be ok to join them. If not, you wouldn't want to because it will screw up the texture mapping. Yeah I'm not worried about him drawing, holstering or reloading, they are fairly inconsequential to me at this point. Oh yeah, its just the Ranger Sequoia but I want to make all the separate meshes like the frame, cylinder, trigger and hammer one mesh. Would I just copy all the nitristrips from each piece into another nifskope and save it, or is there a better way? I'm open to using blender if it would work better. Would you have any suggestions for tutorials that are something akin to the type of stuff I'm trying to do I'm sorry to keep peppering you with questions but I'm just starting with the tiniest baby steps in nifskope. But I really appreciate the help. Edited May 16, 2011 by devinpatterson Link to comment Share on other sites More sharing options...
devinpatterson Posted May 16, 2011 Author Share Posted May 16, 2011 Oh and i don't know if it would work, but I'd be using one of the eyebot cowboy hats to "anchor" the Sequoia by transform->edit and placing it at the end of its laser. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted May 16, 2011 Share Posted May 16, 2011 I would do it by:Importing ranger sequoia, deleting collision box, deleting sight and projectile nodesJoin all the parts that use the same texture. You will lose animations for reloading and whatnot, I would hope that's not a concern for an eyebot. Place it at the end of his arm-thingie.hide all meshes, remove all armatures.unhide all meshes, make sure all meshes are selected.Import eyebot skeleton, select import skeleton only + parent selected meshesSelect gun, then the arm thingie, and go to scripts->bone weight copyOnce it's done, hide the gun, then select all meshes and deleteunhide all meshes, this should leave you with just the gun (and the skeleton)Select skeleton only, and export your new eyebot gun. You know, I will just make one real quick, maybe it will allow you to figure out how to do it in nifskope in the future. Link to comment Share on other sites More sharing options...
devinpatterson Posted May 16, 2011 Author Share Posted May 16, 2011 (edited) I would do it by:Importing ranger sequoia, deleting collision box, deleting sight and projectile nodesJoin all the parts that use the same texture. You will lose animations for reloading and whatnot, I would hope that's not a concern for an eyebot. Place it at the end of his arm-thingie.hide all meshes, remove all armatures.unhide all meshes, make sure all meshes are selected.Import eyebot skeleton, select import skeleton only + parent selected meshesSelect gun, then the arm thingie, and go to scripts->bone weight copyOnce it's done, hide the gun, then select all meshes and deleteunhide all meshes, this should leave you with just the gun (and the skeleton)Select skeleton only, and export your new eyebot gun. You know, I will just make one real quick, maybe it will allow you to figure out how to do it in nifskope in the future. That would be awesome, because I'm afraid the term armatures are new too me, as is hiding meshes and bone weight copy. I see I have a lot to learn about.... Edit: I'v got to run to work, thanks again Edited May 16, 2011 by devinpatterson Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted May 16, 2011 Share Posted May 16, 2011 http://www.newvegasnexus.com/downloads/file.php?id=41117 Have not tested in game or geck. Link to comment Share on other sites More sharing options...
devinpatterson Posted May 17, 2011 Author Share Posted May 17, 2011 (edited) http://www.newvegasnexus.com/downloads/file.php?id=41117 Have not tested in game or geck. Hi Quetzlsacatanango, I got a chance to try it but it's positioning is a little off;side http://imageshack.us/f/815/quetzlsacatanangoside.jpg/top http://imageshack.us/f/821/quetzlsacatanangotop.jpg/ I tried transformation->edit but it wouldn't change the position in geck. I'v also noticed (when lining up a cowboy hat) what lines up well in nifskope is often off in teh geck :( I was wondering if you might have a suggestion on how I could adjust it? I'm also hoping that by learning to adjust the pistol I may be able to adjust the holsters which seem to behave the same way (can't adjust them via trasnform->edit either). But other than the position it works great, bobs along with the eyebot, doesn't crash the geck no matter how many times I place it in the world. You even put in a little metal claw/finger for pulling the trigger which is very cool Edited May 17, 2011 by devinpatterson Link to comment Share on other sites More sharing options...
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