Andyno Posted October 19, 2016 Author Share Posted October 19, 2016 (edited) Yes, I want to skip the whole cutscene - I mentioned this in post #28. :wink: And again you're correct: I want to go straight to Residue Processing level. There's no room for story in my mod, although some references are present, I believe. If I wanted to recreate all the cutscenes and situations in Half-Life, the mod would be Black Mesa Source in Fallout 3, not mention that I'd do it for 20 years. Of course, Half-Life is an old game, but it has features that Fallout 3 don't have. For example I'll mention only two I can currently recall:1. Fallout 3 doesn't have ladders2. Fallout 3 doesn't have ventilation shafts - the player can't crouch to enter small entrances Well, good idea about that paralizing and interrogation, but it'll require more and more scripting. Also this is some kind of cutscene too, and also some kind of story. :wink: Regarding a puzzle try to explain it more, because I simply can't imagine how to make a puzzle from a trash compactor. :laugh: But puzzles are very good for diverse gameplay of such boring and monothematic gameplay. If you can remember, that detonator problem I was solving several months ago is also some kind of puzzle, I suppose... Edited October 19, 2016 by Andyno Link to comment Share on other sites More sharing options...
Mktavish Posted October 19, 2016 Share Posted October 19, 2016 You didn't answer the specific questions of ... Does the player get ambushed , and do they lose their gear ? Yes I know you don't want to use a Bink file ( cutscene ) But then you mention you want to go straight to residue processing.But yet don't want a cave tunnel ? I'm confused for what your asking. Link to comment Share on other sites More sharing options...
Andyno Posted October 19, 2016 Author Share Posted October 19, 2016 Nope. The player shouldn't lost his gear. Tunnel is the last option. Link to comment Share on other sites More sharing options...
Mktavish Posted October 19, 2016 Share Posted October 19, 2016 Ok so no ambush , no losing gear ... but something better than a cave tunnel.So how about since the player is traveling to residue processing. They have to traverse through a waste water holding tank ... could make it another spot for using the rebreather. As simple as having a flooded pit , then they swim through some flooded pipes , and come up in a waste water pond in the residue processing cell ? Or to add a bit more interaction , they have to activate something in order to enter the pipe ... and or swim down to unjamb/fix something , before being able to go back to the controls and flush the tank . Or maybe have the exit door up high on the otherside , so they have to fill the tank raising the water level in order to just swim across. But could have multiple ways to get out I suppose. On making ladders the player can climb with Fo3 . I've used a hokey method of taking industrial beams ... have 2 long vertical ones , then resize some shorter ones to fit between the 2 horizontally placing them all the way up about knee height to an actor. Then you select them all and rotate so they are slightly diagonal. Then the player can just jump up the ladder. Link to comment Share on other sites More sharing options...
Andyno Posted October 19, 2016 Author Share Posted October 19, 2016 Exactly! If you look at the Nexus mod's site, you can see it's under "New Lands and Locations" category, not "Quests and Adventures" category. ;) Well, it looks like you're full of ideas... great. But where should be located that flooded pit and those pipes? There has to be some entrance to a brand new location (that is not present in the original game) and it should be for example a hole in the wall or some manhole opening. I firstly thought about that hole in the wall following by some cave passage and ending right in the outside area (where player jumps out of the pipe). But probably that manhole should be used with your pipe idea... Ahh, another great idea with a ladder, but if you have to jump all the way up, we can't talk about a ladder, right? ;) Actually, the 2nd problem (crouching) bothers me more. Ventilation shafts was in Half-Life one of the characteristic gameplay features, and it's really pity that it can't be implemented in Fallout 3. :down: Link to comment Share on other sites More sharing options...
Mktavish Posted October 20, 2016 Share Posted October 20, 2016 I see your salty tonight ... ya been drinking ? Ya me too. Okies how bout I mock up what I'm thinking so you can understand the puzzle part ? Then Ill post it or just send it to your email. Link to comment Share on other sites More sharing options...
Andyno Posted October 21, 2016 Author Share Posted October 21, 2016 Salty? Why do you think that? :ohmy: Link to comment Share on other sites More sharing options...
Mktavish Posted October 21, 2016 Share Posted October 21, 2016 Salty? Why do you think that? :ohmy: Hmmm ya after a sober re-read ... I think the salty part was just on my end ... LOL sorry , didn't really mean nothing by it anyways. But after you asking where it should be ... maybe I need to check your cell of where your thinking the player ends that level and will be traversing to residue processing ?Is it something I might have already from when I installed your file awhile back ? Or is there a current file to download ?And what would the cell name be ? Link to comment Share on other sites More sharing options...
Deleted1205226User Posted October 22, 2016 Share Posted October 22, 2016 Andyno, the SCOL is fine and will do its job, but I don't have any platform to animate... What mesh should I use? Link to comment Share on other sites More sharing options...
Andyno Posted October 22, 2016 Author Share Posted October 22, 2016 (edited) Mktavish:Firstly, I need to finish that cell, and that will take some time. Then I'll upload the mod, so you can download it. The cell's ID is BlackMesa25. pixelhate:Well, you should use IndScaffoldLiftPlatform01, but if you don't want to animate that gears, we have to find another mesh, or at least some way to hide that gears, so the player can't see they don't rotate. EDIT: I just found that LibertyPrimeElevator has rotating gears, although I'm not sure if it's helpful... Edited October 22, 2016 by Andyno Link to comment Share on other sites More sharing options...
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