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Help with creating custom distress signal


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Hi!

 

I'm trying to create a custom distress signal (ala Relay Tower 3SM-U81) where the player would recieve a pip-boy signal once close enough to the transmitter. The closer the player would get to the transmitter, the clearer the signal would be. I tried replicating the relay tower quest, making my own radio station but I'm still confused on how to do this correctly.

 

I'm fairly new at scripting and quests in the CK, so if anyone

is more experienced at this, I'd really appreciate any help.

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Keep the frequency below 110 and itâll show on the pip boy.

 

As for the rest of it, mimic a vanilla quest to set up your alias, default scripts, and whatnot. Also, remember to create a message with the name of your channel so itâll display on the pip boy correctly. The alias will apply the name and the message is selected in the dropdown box next to the alias name field.

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If you look at the quest RelayTowerQuest, it lays out how the vanilla towers were set up.

 

You'll be dropping an activator called RadioTransmitMarker somewhere in the game word. That's the source of your signal.

 

The quest handles what you audibly hear on the pipboy. You'll create a quest, and then a quest alias. Next to the alias name field is a drop down box called Display Name. This allows you to choose a message that will be your display name.

 

In the scene tab, you'll need to create a scene that plays your message. The quest alias you set for your transmitter is the alias you use when you start the scene dialogue. The action you add is a Radio Action to each scene. In the distress pulser quests for the BoS, Bethesda checks the player distance to the pulser to change the speed of the pulser sound as you get closer/further. You mentioned that the signal would get clearer as you get closer, so I would look into how the distance checks work on the BoS pulser quests (it's BoSM01 is the quest ID for the pulser handler).

 

Lastly, the vanilla relay towers have a quest script attached called RelayTowerQuestScript that starts the scenes that play what you hear over the radio. It resets the scenes every 30 minutes. You can use that, or write your own if you don't want the relay towers to reset.

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Thank you so much. I have a few questions though.

 

1) If I want the radio to play only one sound (ie. the distress beacon beeping) do I only need to have one phase?

 

2) How do I select the sound for the station to play? Do I go into Action 1 and set it next to the Sound button?

 

3) How do I start the scene as soon as the player loads/gets in distance to the transmitter instead of having to activate a relay tower?

 

Thanks in advance, youâve been a huge help.

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When you add the radio action to the scene, thereâs a field for selecting the sound. As for playing the sound as the player gets within range, thatâs set by the transmit marker you place in world. The frequency and min/max ranges are set directly to the marker reference.

 

The scene for the radio sounds will need to loop. If you look at any radio scene in the game, thereâs an additional action to loop back to the beginning of the scene. It plays ad naseum. The pulsers turn off the transmitter when itâs picked up, and thatâs handled by a script on the pulserâs quest alias.

 

If youâre wanting to play the beep that varies in speed like the BoS pulsers, I highly recommend you look at BosM01 and the main quest Hunter/Hunted. Huner/Hunted is a good example of how to handle just a transmitter that will always be stationary. Each scene will look like a mess as there are 20+ phases. But each phase has start conditions based on distance of the player to the transmitter. It cycles through all phases looking to see what range you are to the transmitter. If it finds youâre in the range of one phase, it plays the sound and loops back. If youâre out of range, nothing plays and it loops back.

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