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How to connect something to floatingplatformhelper01 in the CK?


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Hey guys, I hope that someone can help me out here.

 

I want to build a player home on one of the many ships off the coast. However I cannot figure out how to make objects float in conjunction with the ship. Using the conquest mod doesn't help, the items still won't move. The creation kit uses floatingplatformhelper01 and all the objects on board of the ships are somehow connected to it by red strings. But how can I connect custom objects to it? Does it even work?

 

I'm really new to modding, but usually got by watching tutorials and toying around long enough. Unfortunately Google couldn't help me with this issue, so I'm asking here. Would appreciate any input.

 

Thanks a lot!

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awesome thread!

this is an underdeveloped area of modding awesomeness, so thanks for asking an excellent question.

I hope this'll be stickied like the FO4 Optimization thread, it's that level of awesome.

 

you're 90% of the way, to having stuff like a workbench or settlement on an elevator,

with this kind of thinking... crucially, without needing a boatload of code,

or having the camera stuff up something chronic hehe.

 

Greek-Rage uses a similar approach for their specialty novelty elevators, scrap elevators etc,

as does DDProductions and DarthWayne.

I'm looking at it for variable geometry 'liquid metal doors' (really just toggleable collision on a surface, which has a sync'd animation play on it.)

 

 

 

tricky stuff,

you're on your way to making 'elevator nodal settlements'

those red-strings help to prevent the associated items from flying off.

green or purple strings are trickier, as are orange or green 'vector fields' as bubbles. (that's for if you have two elevators collide through each other, or need to meet, but share a common floor-part)

such as in Vault 666 (an elevator vault designed to test the tolerance of the vault proximity to the mantle/core of the earth... based on 'dante's inferno' hehe)

or scrap-scraper stuff.

 

you've discovered how ships, and the prydwyn v1,

were designed... prydwyn was supposed to be a real-time 'flying settlement'.

VerasCETA's airship will eventually be similar.

 

have fun getting your teleporter and landing for the vertibirds hehe.

you have to sync the gangways or helipad node to it, if you want it to properly land.

 

seriously though,

you will probably want to use nodes and attach-ref hierarchies,

kinda similar to a couple of Greek-Rage's vendor on an elevator mods etc.

dang greek-rage makes some awesome mods hehe.

 

you can combine what you've discovered here,

with Cypher2012's tram network,

and any-door-to-any-where, along with new lands mods,

to make a mobile settlement that will seamlessly transition to new lands.

you can have variable geometry mobile settlements

and even the TARDIS (which I think also uses a similar approach for the patio-area in v1,0,37b)

 

 

 

 

I look forward to hearing more from folks on this kind of stuff,

particularly from Cypher2012, GreekRage, Damanding and B2-D-B2,

as they've done some fairly phluppin awesome stuff with this approach,

which isn't covered at the wiki, or at 'beth' or elsewhere hehe.

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@To()O0()o() <-- nice screen-name "too" hehe.

re post # 5 of this thread

dang that's some awesome ideas there.

Thanks for sharing that.

 

MXOemu huh... that is dang cool looking.

reminds me of TheGameCreators FPS Creator 7 darkBASIC and some of their awesome ideas.

(that'd be because a few folks that worked on the one also dabble in the other).

 

That's so simple and elegant for a game system. "Megacity" etc huh,

thanks for the tipoff, it is quite inspiring.

that's like Universe Sim or Star Citizen - how in the heck do they make

a videogame that's 1:1 universe... wouldn't that be a trans-computational problem?

 

I hear there's an MXOemu sub board that's based on Sens8 too...

that is freakin awesome.

 

thanks again, 'to0'

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