PepsiParrot Posted May 10, 2017 Share Posted May 10, 2017 Hello, Having small problems with SimpleElevatorMaster elevator time / speed. By default, time ( seconds ) is set float 2.0 and I can't get lower / faster than this. Can I add an extra property or script multiplier to a SimpleElevatorMaster script ? I need this for moving simple objects, by any means not for a player.. Link to comment Share on other sites More sharing options...
montky Posted May 10, 2017 Share Posted May 10, 2017 @pepsi-parrothowdy,I recall that yes, you can (with hilarious results).GreekRage and Shavkacagarikia and Steve40 had some awesome snippets and how-to's on that.JetSteel also had some ideas for clearing a ref and having that appear at coordinates you get from a routine. ddproductions made a whole heap of awesome helical elevators and the such too. I cannot quite recall the particular thread off the top of my head,it's bookmarked someplace, but hopefully they'll be able to jog my memory hehe. you can make the speed be a non-linear quantity too...say, proportional to the number of inputs within a timespan.ie, an impatient person presses the button 8 times, which puts the elevator into 'turbo mode'...volatiles could be on a cargo elevator which goes ultra slow, etc. this of course depends on your elevator node -it's trickier with a halo-style/sims-style "jump elevator" say.nothing like combining an elevator with a shower and a sauna all in one hehe. if you are making a settlement on an elevator node (say, a moving 'mobile settlement" in a scrapscraper etc)be very careful how you alter the movement rates,as this can very much throw things out of sync and/or be lethal.your attached rollercoasters, vertibird landing pads, and or citizens,will fly off to the ceiling height and tumble to their demise...JetSteel's teleport anywhere project though was vital to syncing a lot of that up properly. I use that and different frictive-collision nodes on the elevator tosimulate "elevator failure", after an on-Entry event counter.when you combine that with the sound effects,and or the holographic-disguised doorway or camouflage panelling being damaged,it can be a great way to do a reveal to a secret entrance... you can also use the mono-rail components and the rollercoaster/mine-cart set too; timing that to get them to sync with the elevator is annoying hehe. if you want to make your elevator do some hilarious things,"Stanley Parable" or Portal-esque...you'll need to check out this thread too;https://forums.nexusmods.com/index.php?/topic/5522717-fallout-4-optimization-and-performance-systems-explained/yes... the doorway/s to an elevator can itself be a doorportal,while you preload-buffer to the next area -great for airlocks or hermetically sealed areas, blastdoors etc. note, for the illusion to work,no reflective surfaces or objects should be placed in the partition's field of view... or you know, the tardis in FO4 project for Fallout-Whovians....it's both a drivable vehicle instance,AND a place-anywhere settlement when it's "landed".when you click time-vortex, it's really buffering and loading the new-lands mod...I think it's phluppin awesome as far as mods and Dr Who games go! I hope this has been of some use for you,and I look forward to seeing what you come up with. Link to comment Share on other sites More sharing options...
PepsiParrot Posted May 10, 2017 Author Share Posted May 10, 2017 @montkyHello, Thank you for quick replay and directions. I'm gonna check this more in depth after work. This is for small addon to the game. So if the elevator system works, should be fun.. Link to comment Share on other sites More sharing options...
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