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2 Scripting & 1 Navmesh Question


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1. A. ) I am trying to script a mission where the player has to go to a specific area on the map, meet a group of NPC and escort a "supply" caravan with brahmin/npc's to a central point on the map....(which, as they go along there will be specific encounter/attack points they have to get through. I understand encounter zones well enough, but I'm not sure how to make the caravan follow a route to the "base". B.) The caravan, are also carrying "quest" items - that once they make it to the base will allow the player to "construct" other items relating to other quests" ..... what s the best way to implement that. I know how to create the items (I think) - but how do you enable the player to "build" them once you return to your "base". Thoughts...?

 

2. trying to simulate a time "elapsed" building activity - that is, assigning a NPC to "build" a series of items (placed in GECK) and that occur (with idle markers showing "building efforts" ) over the course of several days etc. So each set of the construction doesn't just "appear"? I've figured with X markers how to make them appear/not appear instantly...but every script I try making the construction (or cleanup) efforts seem real doesnt work.... can't save in geck).

 

3. Navmesh .. I think I understand the concept of NAVMESH well enough... but am having a devil of a time with it on the NCRC grounds.. Any quick pointers/tips from people who are good with that sort of thing?

 

If you are interested, the WIP I'm working on is here - that will give you a better idea of what i am talking about. Blackbriar

 

THANK YOU for all your advice..

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1. A) Setup a Travel AI package towards an X-Marker, move the X-Marker to the next point once the caravan reaches that travel point (Maybe setup a quest to keep track of the "points" along the way). You can add a result script to the On End part of the AI Package.

 

Make a quest CQ (Start enabled) and put up a script similar to this.

scn CQScript

int stage;
short change;
short start;

BEGIN GameMode
if change == 1
	if stage == 1
		objMarkerREF.MoveTo <x1> <y1> <z1> ;Co-ordinates for the first marker
		CaravanREF.evp ;Need to evp for all NPCs if there are more than 1
		set change to 0
		set stage to 2
	else if stage == 2
		;Same stuff change x1 y1 z1 to the new co-ordinates corresponding to stage 3
		set change to 0;
		set stage to 3;
	.
	.	
	.
	else
		set stage to 1;
	endif
endif
END

 

On the "On End" script block of the AI package, add "set CQ.change to 1"

 

That's pretty much it. Obviously the result script at the last stage would be different according to what you want to do then.

 

3. Navmeshing the worldspace by hand is, from what I've heard... pure hell. I think there is a utility to auto-generate navmesh (they drop "points" from the sky and let it fall to the ground. Then they join those points. It's in the GECK wiki Navmesh page) for worldspaces. This is not enabled for interiors, for obvious reasons.

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1. A) Setup a Travel AI package towards an X-Marker, move the X-Marker to the next point once the caravan reaches that travel point (Maybe setup a quest to keep track of the "points" along the way). You can add a result script to the On End part of the AI Package.

 

Make a quest CQ (Start enabled) and put up a script similar to this.

scn CQScript

int stage;
short change;
short start;

BEGIN GameMode
if change == 1
	if stage == 1
		objMarkerREF.MoveTo <x1> <y1> <z1> ;Co-ordinates for the first marker
		CaravanREF.evp ;Need to evp for all NPCs if there are more than 1
		set change to 0
		set stage to 2
	else if stage == 2
		;Same stuff change x1 y1 z1 to the new co-ordinates corresponding to stage 3
		set change to 0;
		set stage to 3;
	.
	.	
	.
	else
		set stage to 1;
	endif
endif
END

 

On the "On End" script block of the AI package, add "set CQ.change to 1"

 

That's pretty much it. Obviously the result script at the last stage would be different according to what you want to do then.

 

3. Navmeshing the worldspace by hand is, from what I've heard... pure hell. I think there is a utility to auto-generate navmesh (they drop "points" from the sky and let it fall to the ground. Then they join those points. It's in the GECK wiki Navmesh page) for worldspaces. This is not enabled for interiors, for obvious reasons.

 

 

Thanks for that. How are you doing today? Btw just updated the esp. added dogs, cargo/loading gate, brahmins and a few patrols. having a few issues with it but... will fix that soon enough....

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Sorry I was quite busy today. I'll playtest it tomorrow or something. Why did you upload all the files separately?

 

 

Because I originally only meant to re upload the mesh files..but loaded the texture ones... so, I figured I'd put them all there (along with the updated ESP).. V01H will have everything together again.. ( I cant get more feedback on if there are more texturing/missing, etc. issues so I can fix them).

 

worked on the wood floors in the tents...but nothing I do gets rid of all the shading issues where they are "connected"....

 

Anyway, thanks.. I will try to put that script into my quest... but I have a feeling I wont get it right... :/

 

have an awesome day!

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1. A) Setup a Travel AI package towards an X-Marker, move the X-Marker to the next point once the caravan reaches that travel point (Maybe setup a quest to keep track of the "points" along the way). You can add a result script to the On End part of the AI Package.

 

Make a quest CQ (Start enabled) and put up a script similar to this.

scn CQScript

int stage;
short change;
short start;

BEGIN GameMode
if change == 1
	if stage == 1
		objMarkerREF.MoveTo <x1> <y1> <z1> ;Co-ordinates for the first marker
		CaravanREF.evp ;Need to evp for all NPCs if there are more than 1
		set change to 0
		set stage to 2
	else if stage == 2
		;Same stuff change x1 y1 z1 to the new co-ordinates corresponding to stage 3
		set change to 0;
		set stage to 3;
	.
	.	
	.
	else
		set stage to 1;
	endif
endif
END

 

On the "On End" script block of the AI package, add "set CQ.change to 1"

 

That's pretty much it. Obviously the result script at the last stage would be different according to what you want to do then.

 

3. Navmeshing the worldspace by hand is, from what I've heard... pure hell. I think there is a utility to auto-generate navmesh (they drop "points" from the sky and let it fall to the ground. Then they join those points. It's in the GECK wiki Navmesh page) for worldspaces. This is not enabled for interiors, for obvious reasons.

 

 

Let me make sure I have this right: Let's say I want to start the caravan near Camp Bravo or something...and have it travel to NCRCF.

I would set up a quest.

hmm... i'm a bit lost though... would i need to put an x marker in each worldspace cell along the route.? and they would travel t each point and then advance to the next?

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Forget everything I said earlier. I was looking through the GECK wiki and it appears there is something called a Patrol package which does the exact same thing without all the code hassles. This would be way easier for you.

 

http://geck.bethsoft.com/index.php/Bethsoft_Tutorial_NPC_population#Creating_A_Patrol <-- Link to tutorial on creating a patrol. You could just terminate the package once the last marker has been reached (don't link last marker at ncrcf back to the first marker, if you do the caravan would move bravo -> waypoint -> ncrcf --> bravo --> waypoint.... in a never ending loop).

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