ABVXYzackattack Posted June 21, 2011 Share Posted June 21, 2011 Hey I'm looking for a console command that will play a sound. Is there any sort of command like that will be like: if _________playsound (or something like that) ________endif If anyone knows a command that can create sound, it would be greatly appreciated.Thank you Link to comment Share on other sites More sharing options...
Skevitj Posted June 21, 2011 Share Posted June 21, 2011 Would PlaySound or PlaySound3D fit the bill? The GECK wiki page a list of functions which can usually answer most scripting/function related questions. Link to comment Share on other sites More sharing options...
ABVXYzackattack Posted June 21, 2011 Author Share Posted June 21, 2011 Hellz ya it will! :biggrin: Thanks a ton man! I didn't know the PlaySound command existed! Link to comment Share on other sites More sharing options...
ABVXYzackattack Posted June 21, 2011 Author Share Posted June 21, 2011 Actually, while you have answered my question, I have another quick one. How do you set up the trigger zones in the GECK? Like the activators that (Begin OnTriggerEnter Player)? Every time I try to set one up, nothing appears! Link to comment Share on other sites More sharing options...
Skevitj Posted June 21, 2011 Share Posted June 21, 2011 Not of the top of my head, your best bet would be to just find an occurrence in the GECK and look at how they did it. Link to comment Share on other sites More sharing options...
ABVXYzackattack Posted June 21, 2011 Author Share Posted June 21, 2011 no worries i found out how. but i still have another question. u seem quite intelligentwould u happen to also know how to make stuff fire weapons without an npc doing it? like for example, make a vertibird fire a machine gun, make a howitzer fire a missile, or anything like that Link to comment Share on other sites More sharing options...
Skevitj Posted June 22, 2011 Share Posted June 22, 2011 Depends how accurate you want to go, it's certinly not something the game engine makes easy. As far as I know the only way you could make it look real would be to move an invisible activator and align it with the end of the barrel and then call "FireWeapon ..." on the activator giving the reference of the weapon you want to fire. From the game's point of view, the howitzer guns are identical to one of those prop telephones you see on a desk, identical to the cars you see lying around, and almost identical to the vertibirds you see moving in the game (The vertibird is actually stationary and it's movement is an animation). The engine isn't able to recognize them as weapons or vehicles, so you need to fake it, a weapon firing is much easier than vehicle movement which would have to be done from scratch, ie, the Vertibird or Motorbike mods. So if you're aiming to have the guns rotate or move? then actually getting them to fire is relatively simple and you're in for a world of pain trying to set up movement animations, dynamic mesh properties, etc, etc. Link to comment Share on other sites More sharing options...
ABVXYzackattack Posted June 22, 2011 Author Share Posted June 22, 2011 ok. that actually makes sense. i think i'm better off using the invisible activator like u were saying. would u like recommend using the float timer variable and just track where the vertibird is at certain times, and just place the activator near that area? And what type of console command do you use to get it to fire the weapon? because when i use "fireweapon" nothing appears from the source. do i need to create it from the activator? and do i need to create another reference marker in which the projectile will be aimed towards? Link to comment Share on other sites More sharing options...
Skevitj Posted June 22, 2011 Share Posted June 22, 2011 (edited) Reread the last bit in post #2. From that list you should be able to find the explanation on how to use FireWeapon. Check that list first if you can't figure out how a function works. The reason it doesn't work is that you need to specify which weapon it should fire. Also it states that the projectile is created in the center of the object and fired relative to it's orientation. Basically any missile fired will just go straight, as they usually do, grenades will arc, as they usually do. If you want ballistics to come into the equation, then your better off looking at how they've done it. IE I think the shells fired at you approaching Nellis are just grenades and the "Howitzers" firing them are just invisible objects spread around the place, firing a custom grenade launcher. It is possible to create homing munitions, I've seen it at least once for FO3, but I'm not exactly sure how it was achieved, I suspect using the set velocity functions in FOSE. Edited June 22, 2011 by Skevitj Link to comment Share on other sites More sharing options...
ABVXYzackattack Posted June 22, 2011 Author Share Posted June 22, 2011 ok ok i gotcha i gotcha. i've made the changes you've suggested, and they work just fine. now one last piece to fit into the equation:i remember in fallout 3, at the very end, when ur on the way 2 the jefferson monument, liberty prime is just walking down the road pwning vertibirds. is their destruction an animation group of some sort, a script, or what?its the last piece i need help with. i thnk when i'm done with this, i should have meself a pretty badass mod to put on the new vegas nexus :) Link to comment Share on other sites More sharing options...
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