SalesKital Posted May 9, 2017 Share Posted May 9, 2017 Basically what the title says. I want to make a freedom trail style combination lock for my mod, but I can't figure out how the freedom trail combination works to be able to make my own. Link to comment Share on other sites More sharing options...
zax141 Posted May 9, 2017 Share Posted May 9, 2017 Look at scripts RR101CenterActivator, and RR101TrailSping.That is what controls the door. Link to comment Share on other sites More sharing options...
SalesKital Posted May 9, 2017 Author Share Posted May 9, 2017 (edited) Look at scripts RR101CenterActivator, and RR101TrailSping.That is what controls the door.ok, using those I can set up a freedom trail activator of my own that uses my code right? by studying them i mean. ok, I've looked at the scripts, and changed the letters in the code in my own separate save of them. Aside from that I can't really understand much of the rest of the scripting. I'm also too tired right now to figure it out on my own. Edited May 9, 2017 by SalesKital Link to comment Share on other sites More sharing options...
zax141 Posted May 11, 2017 Share Posted May 11, 2017 Look at scripts RR101CenterActivator, and RR101TrailSping.That is what controls the door.ok, using those I can set up a freedom trail activator of my own that uses my code right? by studying them i mean. ok, I've looked at the scripts, and changed the letters in the code in my own separate save of them. Aside from that I can't really understand much of the rest of the scripting. I'm also too tired right now to figure it out on my own. I spent 30 seconds looking at the scripts, its seems it relies on how many times it is turned rather then what letter it is on. so it seems to fire off like this:Turned once then activated, turned 3 more times then activated, and so on so forth until the sequence is completed. I've only just started scripting in the past 3 months so maybe some one better than I can help explain better. Link to comment Share on other sites More sharing options...
TheDungeonDweller Posted May 11, 2017 Share Posted May 11, 2017 (edited) Beth broke that thing up into 4 parts/activators. The one the left is the counterclockwise activator, and on the right is the clockwise activator. Both use the same script: RR101SpinnerActivatorScript and which part is spun is determined by a bool conditional. The counterclockwise's bool is set to true on its reference.The center is well, let's call this the "selector" since it is what is pointing to the letter chosen. This has the script: RR101CenterActivatorThe last activator is the ring itself that has the letters on them, let's call this the "spin ring". This has the script: RR101TrailSpingThe counter and clockwise activators "talk" to the "spin ring" and tell it to spin in either direction.So if you point to the left side, the script knows you want to spin it counter. Clockwise if you point on the right. These then will spin the "spin ring".This is the part where the person who wrote this script decides not to write a comment for the actual letter updating(and not saying what the default letter is - though it looks like it's a T.), so I'm going to breakdown the best I can with what is written:Letter index: (RR101TrainSping checks for the letters(as a value)). 0 - T 1 - H 2 - E 3 - F 4 - R 5 - E 6 - E 7 - D 8 - O 9 - M 10 - T 11 - R 12 - A 13 - I 14 - L 15 - B 16 - O 17 - S 18 - T 19 - O 20 - NYou get a message on the FIRST spin. On subsequent spin the "spin ring" checks if it's at the last letter(N) and it was clockwise. If so, the "spin ring" loops back to the default letter T(0). If it's counterclock wise, it will check if its at the first letter(T) and then loop back to the last(N). After those checks are done, the "spin ring" will know which letter to start counting to or from. If clockwise, the current letter increments(Ex. H > E), if counterclockwise, the current letter decrements (E > H).Now for the "selector".When you activate it, it will check what the current letter is.If the currentpuzzleletter is 0 and the letter from the activators(counter or clockwise) is 4 or 11(both are R)elseif the currentpuzzleletter is 1 and the letter from the activators is 12(A), and it should be explanatory at this point."CurrentPuzzleLetter" is incremented when bCorrectLetterEntered is set to 1 for every above check, so CurrentPuzzleLetter is counting up from 0.To prevent confusion, CurrentPuzzleLetter is just a type of control variable. It will reset to 0 when an incorrect letter is chosen.I hope that helps(hopefully not made it more confusing). Edited May 11, 2017 by TheDungeonDweller Link to comment Share on other sites More sharing options...
SalesKital Posted May 11, 2017 Author Share Posted May 11, 2017 (edited) Beth broke that thing up into 4 parts/activators. The one the left is the counterclockwise activator, and on the right is the clockwise activator. Both use the same script: RR101SpinnerActivatorScript and which part is spun is determined by a bool conditional. The counterclockwise's bool is set to true on its reference. The center is well, let's call this the "selector" since it is what is pointing to the letter chosen. This has the script: RR101CenterActivator The last activator is the ring itself that has the letters on them, let's call this the "spin ring". This has the script: RR101TrailSping The counter and clockwise activators "talk" to the "spin ring" and tell it to spin in either direction. So if you point to the left side, the script knows you want to spin it counter. Clockwise if you point on the right. These then will spin the "spin ring". This is the part where the person who wrote this script decides not to write a comment for the actual letter updating(and not saying what the default letter is - though it looks like it's a T.), so I'm going to breakdown the best I can with what is written: Letter index: (RR101TrainSping checks for the letters(as a value)). 0 - T 1 - H 2 - E 3 - F 4 - R 5 - E 6 - E 7 - D 8 - O 9 - M 10 - T 11 - R 12 - A 13 - I 14 - L 15 - B 16 - O 17 - S 18 - T 19 - O 20 - NYou get a message on the FIRST spin. On subsequent spin the "spin ring" checks if it's at the last letter(N) and it was clockwise. If so, the "spin ring" loops back to the default letter T(0). If it's counterclock wise, it will check if its at the first letter(T) and then loop back to the last(N). After those checks are done, the "spin ring" will know which letter to start counting to or from. If clockwise, the current letter increments(Ex. H > E), if counterclockwise, the current letter decrements (E > H). Now for the "selector". When you activate it, it will check what the current letter is. If the currentpuzzleletter is 0 and the letter from the activators(counter or clockwise) is 4 or 11(both are R)elseif the currentpuzzleletter is 1 and the letter from the activators is 12(A), and it should be explanatory at this point. "CurrentPuzzleLetter" is incremented when bCorrectLetterEntered is set to 1 for every above check, so CurrentPuzzleLetter is counting up from 0. To prevent confusion, CurrentPuzzleLetter is just a type of control variable. It will reset to 0 when an incorrect letter is chosen. I hope that helps(hopefully not made it more confusing). it does help a bit. still need to figure out the remaining elements to make my own system work. I can't seem to get my edited script that goes by a different name to work, or even show up. When I tried copying the edited script into a new script it just says "failed to compile" NVM, I got it working, Now I just need to set up the quest since I'm sure it won't interrupt with the Railroad one. Edited May 12, 2017 by SalesKital Link to comment Share on other sites More sharing options...
zax141 Posted May 11, 2017 Share Posted May 11, 2017 SNIPit does help a bit. still need to figure out the remaining elements to make my own system work. I can't seem to get my edited script that goes by a different name to work, or even show up. When I tried copying the edited script into a new script it just says "failed to compile" I had this issue. Scripts maybe corrupted, like they were on skyrim for me. Link to comment Share on other sites More sharing options...
SalesKital Posted May 12, 2017 Author Share Posted May 12, 2017 SNIPit does help a bit. still need to figure out the remaining elements to make my own system work. I can't seem to get my edited script that goes by a different name to work, or even show up. When I tried copying the edited script into a new script it just says "failed to compile" I had this issue. Scripts maybe corrupted, like they were on skyrim for me. turned out I messed up some of the script, but changing some stuff managed to fix it to work properly Link to comment Share on other sites More sharing options...
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