ScottyX2 Posted August 13, 2017 Share Posted August 13, 2017 Help! I need a car move around on a path and loop. Is their anyway I could do that, maybe through scripting? I'm only a level designer so I honestly don't know. Just need the car to travel through the neighborhood to give it some life. Here's an image showing what path I want. Link to comment Share on other sites More sharing options...
skubblebubble Posted August 14, 2017 Share Posted August 14, 2017 Take a look at what they do for the 'racing robots' at the track near Nordhagen is all I can think of offhand. Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted August 14, 2017 Share Posted August 14, 2017 Racing robots is all packages and patrol l points, I believe. So that's actors/NPCs needed. The flying ship, big iirc, is actually a huge animation. So to do something like the robot racing...I'd say take a mounted turret, give it the skin of a car with Outfit Studio (weight the car mesh to the root or body, make this new actor ignore combat/player/etc, remove animation and and behavior (or not, actually, maybe just replace the sleep/unconscious ones), set up your package to patrol those points. You'll lose good collision, but it's probably the smoothest ride you'll get, and might be able to better the collision by stealing some larger vanilla actors (like a Yao Gui, or whatever, or the hermit crab) bsbound for a slightly rwworked mounted turret skeleton. Can't find it now, but there is also that one papyrus command to move something, not moveto, but the one where they move at a given rate....but can't imagine that wouldn't be horribly jerky, and I don't remember the command either, I'll try to look it up. Link to comment Share on other sites More sharing options...
LoneRaptor Posted August 14, 2017 Share Posted August 14, 2017 (edited) Racing robots is all packages and patrol l points, I believe. So that's actors/NPCs needed. The flying ship, big iirc, is actually a huge animation. So to do something like the robot racing...I'd say take a mounted turret, give it the skin of a car with Outfit Studio (weight the car mesh to the root or body, make this new actor ignore combat/player/etc, remove animation and and behavior (or not, actually, maybe just replace the sleep/unconscious ones), set up your package to patrol those points. You'll lose good collision, but it's probably the smoothest ride you'll get, and might be able to better the collision by stealing some larger vanilla actors (like a Yao Gui, or whatever, or the hermit crab) bsbound for a slightly rwworked mounted turret skeleton. Can't find it now, but there is also that one papyrus command to move something, not moveto, but the one where they move at a given rate....but can't imagine that wouldn't be horribly jerky, and I don't remember the command either, I'll try to look it up.The function you mean is probably PathToReference. Which you should be able to use by making an actor like mentioned above and then placing some markers around your track and using PathToReference to move to the first one then on completion (function is latent) use PathToReference again on the next marker and so on. This way you don't need to use AI pacages. And then just looping this. Edited August 14, 2017 by LoneRaptor Link to comment Share on other sites More sharing options...
Spikerama Posted August 18, 2017 Share Posted August 18, 2017 (edited) Hi guys, new to modding but having fun creating my first one. A player home. Found this question whilst searching for a similar solution. BlahBlahDEEBlahBlah's idea works. I just had a look at the race track and checked how they did the paths for the different robots. Theres a whole bunch of idles that go around the track and each robot in the race is linked to the first one which the next and so on. Anyway I set up a few IdlePatrols in sequence and reference linked the actor to them. Trick would then be reskinning the actor as BlahBlahDEEBlahBlah says. My challenge is different. I'm looking for a way to have lights go on patrol or rather move along a designated path. Can't figure it out for the life of me. I first tried to get a MrHandy and set him on a patrol which worked inside but my Player Home is floating above the Commonwealth and when I set the patrol out of the interior he just constantly drops and jitters. Thought maybe if I could get him to float (why I chose MRHandy. Hes got a thruster right?) I could attatch a light to him somehow. I did try sending a light on patrol but no success. Not sure why but assume it's because it's not an actor. No AI or something. Don't know. If you have any ideas let me know. Anyway thought I'd write what I discovered just to let you know the theory is sound. Edited August 18, 2017 by Spikerama Link to comment Share on other sites More sharing options...
dagobaking Posted March 16, 2018 Share Posted March 16, 2018 The function you mean is probably PathToReference. Which you should be able to use by making an actor like mentioned above and then placing some markers around your track and using PathToReference to move to the first one then on completion (function is latent) use PathToReference again on the next marker and so on. This way you don't need to use AI pacages. And then just looping this. Have you done this before? I am trying to move NPC actors with PathToReference and its not working for me. Oddly, the characters do not move. But, it does still return "true". Link to comment Share on other sites More sharing options...
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