mrbobyub Posted August 20, 2011 Share Posted August 20, 2011 Can anyone help me with making a working force field in the Geck? I'm new to it so I have no idea how. Link to comment Share on other sites More sharing options...
stevie70 Posted August 20, 2011 Share Posted August 20, 2011 Can anyone help me with making a working force field in the Geck? I'm new to it so I have no idea how.there are geck-items they're basically just pieced together from.can't quite remember the names though, some enclave-(or ecv ...)-andsomething names i thinkpretty sure enclave anyhow Link to comment Share on other sites More sharing options...
mrbobyub Posted August 21, 2011 Author Share Posted August 21, 2011 Can anyone help me with making a working force field in the Geck? I'm new to it so I have no idea how.there are geck-items they're basically just pieced together from.can't quite remember the names though, some enclave-(or ecv ...)-andsomething names i thinkpretty sure enclave anyhowI have the parts, but I don't know how to make it able to be deactivated through a terminal. Link to comment Share on other sites More sharing options...
psychomedic Posted August 21, 2011 Share Posted August 21, 2011 (edited) I have the parts, but I don't know how to make it able to be deactivated through a terminal. Have you tried REF.disableREF.MarkForDelete Seems like that should disable rendering of the reference object and then delete it, but would keep you from re-enabling it if you were trying to do that. I'm new at this and haven't tried it myself, but since no one else has offered anything I figure I'd give it a shot. You could try REF.disable to shut off and REF.enable to turn it back on, but based on the description of the command I don't think it actually removes it but just blocks renders and 'using' the reference and you would probably still collide with it. http://geck.bethsoft.com/index.php/Enablehttp://geck.bethsoft.com/index.php/Disablehttp://geck.bethsoft.com/index.php/MarkForDelete Edit: I assume you don't need help with making the actual terminal right? All this stuff would just go in the result script boxes. Oh and another thing you might be able to try is placing xheadingmarkers at the spot where the force field is supposed to be, and somewhere outside the area and use the ref.moveto command to move the field back and forth between the two markers. Might be a pain though to get the marker in the exact spot that you need it. Edited August 21, 2011 by psychomedic Link to comment Share on other sites More sharing options...
mrbobyub Posted August 21, 2011 Author Share Posted August 21, 2011 (edited) Thanks! I got it to work! instructions (In case anyone needs any help): First, put two force field pylons down and then two force field glow activators (Ex. VHDForceFieldRightGlow02). Move them into position. Rename the two force field glow activators what you want in the Reference Editor ID space for later use, something like "ForceField1" and "ForceField2". Add another activator, but a force field impact one (Example: ForceFieldRightImpact02). Place it on your force field and name it something short and simple like the other activators in the Reference Editor ID space like "ForceFieldImpact". Place a sound object called 'OBJForceFieldIdleLP' on the force field and make the Reference Editor ID something like "ForceFieldSound". Place a terminal and change the ID to something like "ForceFieldTerminal01". Make sure it's close to the forcefield. Open up the terminal properties and make and go just below the server type (the top of the menu items) Right click and click new. Write something like "Disable Force Field" in the Item Text and something like "Force Field Disabled" in the Result Text. In the Item Result Script box write: ForceField1.playgroup backward 0ForceField2.playgroup backward 0ForceFieldSound.disableForceFieldImpact.disable Now you should have a working forcefield! Edited January 22, 2013 by mrbobyub Link to comment Share on other sites More sharing options...
kurecore Posted December 13, 2014 Share Posted December 13, 2014 (edited) Nice thanks :-) Can i got please a bit of advice with the if's etc to make it as well turn it back on?can be used on animated Switch?And what about add OBJForceFieldDeactivate to disable and maybe some kind electric arch on enable back on? Edited December 13, 2014 by kurecore Link to comment Share on other sites More sharing options...
kurecore Posted December 14, 2014 Share Posted December 14, 2014 (edited) Figured it out :smile:Bbut why is the playgroup backward 0 there?No sure what it shall do i just used .disable since i dont know how to bring it back with those commands... I have it now : ForceField1.disableForceField2.disableForceFieldSoundL.disableForceFieldSoundR.disableForceFieldImpact.disableFFelarch01.disableFFElArch02.DisableForceTerminalBack Also having other menu with .enable all of em back on .. can figure out if's to make it work just for one Item Text/Switchand how to make OBJForceFieldDeactivate play only once .. even if i have no looping choosen it plays whole time since its activated :/ And how please make the Force Field not bee available for "use" in game?Having the same problem with overseer desk that is opening by switch but can bee opened just by "use" the Desk aswell .. have too get rid of it somehow :) Thanks For any advice ... appreciate :) Edited December 14, 2014 by kurecore Link to comment Share on other sites More sharing options...
kurecore Posted December 15, 2014 Share Posted December 15, 2014 (edited) Well have it done on the switch but now cant make other switch,from the other side respond too it properly...can i use same script in both switches?Or anywhere?can be used the same scripts .. like i have triggers to closing doors behind me all with the same script...wont be that problem in future?BTW The sound items aint needed .. forcefieldglow make sound by it self ;) Edited December 15, 2014 by kurecore Link to comment Share on other sites More sharing options...
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