Mktavish Posted October 10, 2016 Share Posted October 10, 2016 Oh ya ... I guess technically an item is still in inventory while equipped. I didn't bother with the playable flag since with the script line flag , it could not be unequiped or replaced with another item of that slot. What I meant by clicking on something ... was just having an activatible item like a container , door , or what ever.Which I guess would have to be down a side passage that would take nearly 10 sec of a side trip from the main swim journey.Nothing game crucial , just an easter egg kinda thing.But nevermind ... squeezing 10 more sec out of swim time made me think of it. Looking forward to giving your mod a try ;) So I guess I better just leave the writing up to you LOL. Link to comment Share on other sites More sharing options...
Andyno Posted October 10, 2016 Author Share Posted October 10, 2016 Alright, thanks for all your help... and if you're interested, I got some other problems I need to solve:1. I'm currently working on a map that... well, in original Half-Life gameplay the player is ambushed by soldiers who throw him in a trash compactor. In other words - player is "teleported" from one location to another. You can see the whole situation in this video: https://youtu.be/yo8X7EA6UuI?t=1878 So the problem is: how to solve that cutscene? I thought that I could just simply make some cave passage or something from one location to another, but I personally think it's a really cheap solution... 2. There's a guy that has made some amazing mod: http://www.nexusmods.com/newvegas/mods/61807/ He promised me (5 months ago) that he will make that lift for me, so I wrote him again a week ago, but he never replied to my PM, and I think he never will. Of course, lift is based on heavy scripting, which I'm overwhelmed with as usual... Link to comment Share on other sites More sharing options...
Mktavish Posted October 11, 2016 Share Posted October 11, 2016 So are you wanting the trash compactor and the cut scene of the player being carried ?I could put you together a cut scene looking something like that one. But on the trash compactor ... I was looking at that mod resource , and its scripting is over my head too. Not that I couldn't figure it out eventually. But I'm thinking of solving it another way since you just need horizontal movement instead of vertical.Beth did a moving train car by turning a head gear peice into the train car. So I'm thinking you could do the same thing with a wall.Are you any good with replacing models cuz I'm not though , never really tried. But anyways if you could change a helmet to one of those free standing wall models. Then on a floor below the trash compactor floor. Place to guys with that helmet on. Turn their speed multiplier way down ... then run a travel package on them. I think that will work ... if you can set the helmet up. Link to comment Share on other sites More sharing options...
Andyno Posted October 11, 2016 Author Share Posted October 11, 2016 (edited) Nope, I don't want a cut scene. My mod (and also my previous mod) is only a "new land" mod, so there's no quests and such things. In other words - my mod is not another Black Mesa: Source. :wink: You mean lift, not a trash compactor, right? I'll make a trash compactor just from some static mesh(es). The same thing I did with pistons: https://youtu.be/yo8X7EA6UuI?t=1303 So for the lift I need vertical movement. Of course, if you're capable of making that pistons (vertical movement), I'd be very happy... Here is some teasing screenshot......so you can compare it with original at least. :D I'm not sure what train car you're talking about. As far as I know, there're an simulated elevator somewhere in the game. Simulated means that the platform is not moving, only surrounding walls. And that's what I don't want. In Fallout 4 they finally made a true elevators, but that's a different story, because I'm not a Fallout 4 modder. :laugh: Edited October 11, 2016 by Andyno Link to comment Share on other sites More sharing options...
Mktavish Posted October 11, 2016 Share Posted October 11, 2016 The animated train was in Broken steel ... here's 1 of the many articles that talk about it. http://www.technobuffalo.com/2015/07/22/the-train-in-fallout-3-broken-steel-is-actually-a-helmet/ Well I'm perplexed that you meant a lift ... cuz the spot on that half life video you linked, first shows the cut scene of being carried , then inside the trash compactor room. The link has the video cued up at 31:18 ... was there a different spot I was suppose to see ? But if you have the pistons vertical movement solved , then why can you not make a lift ??? Link to comment Share on other sites More sharing options...
Andyno Posted October 11, 2016 Author Share Posted October 11, 2016 (edited) Another misunderstandings... :yes:Well, I didn't knew about that Broken Steel stuff, so no wonder I was completely lost when you were talking about a train and a helmet in the same sentence. But it looks like guys at Bethesda used the same technique with that train that was used with that simulated elevator, and that's not what I'm looking for. Now to my post #22: I'm talking about a lift in 2nd point. That cutscene is mentioned in 1st point. Two different things. I got pistons solved only as a static/no movement meshes (as most of my content). That's why I said that if you can make them movable, I'd be very happy... Edited October 11, 2016 by Andyno Link to comment Share on other sites More sharing options...
Mktavish Posted October 12, 2016 Share Posted October 12, 2016 (edited) So when you linked that video in point #1 which cues up to right before the screen goes black , then has a cut scene of the player being carried by 2 guys ... goes black again and comes back with the player inside the trash compactor , which is 2 walls moving slowly together. What exactly are you trying to solve about it ??? However I did rewind that a bit ... so at 27:27 the player gets on a lift they can activate to move one floor up.Is that why you mention the lift ? Which I could see trying to get a lift working for multiple occasions ... but for 1-3 times IMHO ... would solve the floor change with stairs / ladder or teleport . With that mod resource , it looks like the lift static object and the player have to be moved independently.The pistons ... I think could prove very difficult if the player needs to traverse them while moving... and a way over the top effort for what little content time they provide.IDK ^shrug^ Just my 2 cents Add Edit : Alrighty , I was checking that mod resource to make sure it didn't use functions only available in NV. (which it doesn't) And I checked the hidden safe script , which is similar but more simple than the lift script ... and it also has a bunch of explanations per lines , making it easier to grasp whats going on. So I think I can tinker around with it enough to then apply what I learn there for your mod.Will let ya know what I find out. Edited October 12, 2016 by Mktavish Link to comment Share on other sites More sharing options...
Andyno Posted October 12, 2016 Author Share Posted October 12, 2016 Like I said - I'm trying to solve that cutscene situation by making a "no cutscene situation". All I need is to somehow fill that empty space that is between the time that player is ambushed and the time when he appears at trash compactor. I'll probably make some cave passage, although I'm not very happy about it. You got it! That lift is exactly I'm trying to make. Yes, I can make a static lift and next to it make some stairs, but that's a very cheap solution, and that's why I'm looking for some... let's say more interaction... in my mod. Yes, traverse the moving pistons should prove very buggy, because the game engine is not build for such things. Actually, the engine is not build for REAL lifts either. :laugh: Hidden safe??? What is that? And what does have that safe similar with the lift??? I'm absolutely lost - it seems that you're very familiar with GECK. :thumbsup: Link to comment Share on other sites More sharing options...
uhmattbravo Posted October 12, 2016 Share Posted October 12, 2016 If the pistons move slow enough, you might be able to animate them with empties. I know a vertibird can push an NPC in it's way while it's starting to take off, but faster moving animated statics tend to go right through actors. It's iffy at best, but it may be worth a try at least. Link to comment Share on other sites More sharing options...
Mktavish Posted October 13, 2016 Share Posted October 13, 2016 If the pistons move slow enough, you might be able to animate them with empties. Hmmm ... empty whats ? collision layer ? Link to comment Share on other sites More sharing options...
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