MykhailKozak Posted September 26, 2017 Author Share Posted September 26, 2017 (edited) I think it would be easier to use MoveToMarkerWithFade, it's all in one... https://geck.foesmm.org/index.php/MoveToMarkerWithFades#*!, lemmie try that out... Never checked that site before. Edited September 26, 2017 by MykhailKozak Link to comment Share on other sites More sharing options...
Mktavish Posted September 29, 2017 Share Posted September 29, 2017 (edited) On a related note in case having an actual moving lift was your first intention. Here is a mod that shows you how to do that. https://www.nexusmods.com/newvegas/mods/61807/? Check their video's and here is the script template they made Scn DDDLiftScriptTEMPLATEref PlayerPosZref LiftPosZref LiftSoundPosZref LiftSoundPos-Zref LiftPosref PlayerPos-Zref LiftPos-Zfloat Startfloat Timerfloat Timebegin onactivateset LiftPos to DDDLiftREF.getpos zif start ==0set Start to 1playsound DDDLiftSound2 1set Time to .001if player.hasperk DDDIsOnLiftPerkTEMPLATE ==1disableplayercontrols 1 0 0 0 0 0 0elseif player.hasperk DDDIsOnLiftPerkTEMPLATE ==0DDDTriggerDisableREF.disable 0endifendifendifif start ==500set Start to 501playsound DDDLiftSound2 1set Time to .001if player.getpos z >= LiftPosif player.hasperk DDDIsOnLiftPerkTEMPLATE ==1disableplayercontrols 1 0 0 0 0 0 0elseif player.hasperk DDDIsOnLiftPerkTEMPLATE ==0DDDTriggerDisableREF.disable 0endifendifendifendifendbegin gamemodeif start >0if start <500set PlayerPosZ to player.getpos z + 2set LiftPosZ to DDDLiftREF.getpos z + 2set LiftSoundPosZ to DDDLiftSoundREF2.getpos z + 2if Timer < Timeset timer to timer + GetSecondsPassedelseif Start >0if Start <500DDDLiftREF.setpos z LiftPosZDDDLiftSoundREF2.setpos z LiftSoundPosZSet Time to Time + .001set Start to Start + 1if player.getpos z > LiftPosif player.hasperk DDDIsOnLiftPerkTEMPLATE ==1playerref.setpos z PlayerPosZendifendifendifendifendifendifendbegin gamemodeif Start == 151set Start to 500enableplayercontrolsDDDLiftMarkerREF.enable 0DDDTriggerDisableREF.enable 0endifendbegin gamemodeif Start >500DDDLiftMarkerREF.disable 0set PlayerPos-Z to player.getpos z - 2set LiftPos-Z to DDDLiftREF.getpos z - 2set LiftSoundPosZ to DDDLiftSoundREF2.getpos z - 2if Timer < Timeset timer to timer + GetSecondsPassedelseif Start >500DDDLiftREF.setpos z LiftPos-ZDDDLiftSoundREF2.setpos z LiftSoundPos-ZSet Time to Time + .001set Start to Start + 1if player.getpos z > 8373 ;The height (z) of the original placement of the lift.if player.hasperk DDDIsOnLiftPerkTEMPLATE ==1playerref.setpos z PlayerPos-Zendifendifendifendifendifendifendbegin gamemodeif Start == 651set Start to 0enableplayercontrolsDDDTriggerDisableREF.enable 0endifend I can trim it down to simplify it , and add in some lines to explain whats going on better.If you're interested ?I also adapted a version of it to move water up/down. Edited September 29, 2017 by Mktavish Link to comment Share on other sites More sharing options...
Deleted1205226User Posted September 29, 2017 Share Posted September 29, 2017 @MktavishI know that script as we were comparing the script approach with the animated object approach.I wouldn't mind to have a few explicative lines to better understand it. :) Link to comment Share on other sites More sharing options...
Mktavish Posted September 29, 2017 Share Posted September 29, 2017 @MktavishI know that script as we were comparing the script approach with the animated object approach.I wouldn't mind to have a few explicative lines to better understand it. :smile: Ahh bummer I just noticed that author's videos are removed. But no matter I can still make up a concept explanation and I guess what I think is a stream lined script with ;explanations per line.Just give me a little time , as I better test it for actually working in game. On a related note ... your animated lift has some definite advantages. With the player not needing to have movement disabled , nor npc's. ;) Link to comment Share on other sites More sharing options...
Mktavish Posted September 29, 2017 Share Posted September 29, 2017 I forgot about the hidden safe script in their mod ... which is a bit more simple , and has explanation lines.It's what I used to understand the lift script , and then blended the 2. So here it is if it helps to get a quick understanding till I get back with a different version. Scn DDDHiddenSafeTEMPLATEref PaintingPosZ ;this ref is for editing the position of the paintingfloat startfloat timerfloat Time ;this gets the timer for the if timer linebegin onactivateif Start ==0set Start to 1playsound GAMECaravanNavigate ;plays sliding painting noiceendifendbegin gamemodeset PaintingPosZ to getpos z + 1 ;since this is applied to the painting no ref is neededset Time to .001 ;this is one value for the speed the object movesif timer set timer to timer + GetSecondsPassedelseif start >0 ;this runs everytime after activatedif start<71 ;this will end on the specific step. since PaintPosZ moves up by 1 everytime the script is played set this ending number to the amount you want it to move up +1. for example want it to move up 50 times make the ending number 51.setpos z PaintingPosZ ;when this runs the painting movesset Time to Time + .001set start to start + 1 ;repeats stepsendifendifendifendbegin gamemodeif start ==71 ;set this number to the end number you changed acouple lines upPaintingDisableREF.enable 0 ;since theres a glitch with the geck when you constantly move and object with a script like this the collision for the object stays put but not the textures. This will enable a static painting where your painting will endif timer <.05set timer to timer + GetSecondsPassedelsedisable 0 ;this disables the moving painting so you can access the safe behind it.set start to 0 ;this ends the cycle until you activate the object again.endifendifend Link to comment Share on other sites More sharing options...
Mktavish Posted September 29, 2017 Share Posted September 29, 2017 I guess this still applies https://forums.nexusmods.com/index.php?/topic/4872835-reloadable-rebreather/page-4 Link to comment Share on other sites More sharing options...
Mktavish Posted October 13, 2017 Share Posted October 13, 2017 @MktavishI know that script as we were comparing the script approach with the animated object approach.I wouldn't mind to have a few explicative lines to better understand it. :smile: Did my posts and links to posts help ? If not enough plz explain ... will make better attempt with some direction. Link to comment Share on other sites More sharing options...
Deleted1205226User Posted October 13, 2017 Share Posted October 13, 2017 Yeah, sorry. Thanks for the added info. Link to comment Share on other sites More sharing options...
Mktavish Posted October 16, 2017 Share Posted October 16, 2017 How did that elevator you were working on work out for Andy ? Link to comment Share on other sites More sharing options...
Deleted1205226User Posted October 16, 2017 Share Posted October 16, 2017 Mmh. let's say I've delivered. Link to comment Share on other sites More sharing options...
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