TrooperScooperMKII Posted October 25, 2012 Share Posted October 25, 2012 Sorry about the delay, I've got a test tomorrow, so...I'll give a stab at the Wall display over the weekend. Link to comment Share on other sites More sharing options...
darkus37 Posted October 25, 2012 Author Share Posted October 25, 2012 Good luck! Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted October 26, 2012 Share Posted October 26, 2012 OK, got the meshes into Wings. http://img233.imageshack.us/img233/9580/inwings.png The bottom thing is a single NV plank; that's the size you want, right? Aside from the mesh and texture... this thing's got an animation and collision meshes (pretty much everything does, but...) the former is more troubling as Wings to my knowledge has little/no support for animations... the collision mesh is (I think) just another object that can be resized in Wings. Link to comment Share on other sites More sharing options...
darkus37 Posted October 27, 2012 Author Share Posted October 27, 2012 Uhm, sorry, I'm not quite clear to which size you are referring to - I need the wall to be as thick as the plank. Basically, cut down the space in between the two sides and remove the excess from the top section. Link to comment Share on other sites More sharing options...
RainsfordXY Posted October 28, 2012 Share Posted October 28, 2012 Hey If you ever need a voice for a computer or something in your Super base let me know. Just looking for ways to build my portfolio on good mods and dont want to miss an opportunity. Link to comment Share on other sites More sharing options...
darkus37 Posted October 28, 2012 Author Share Posted October 28, 2012 Thanks for the offer! Unfortunately, I'm not sure when I'll get to that part of the mod as it's way down the pipeline. Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted October 28, 2012 Share Posted October 28, 2012 Uhm, sorry, I'm not quite clear to which size you are referring to - I need the wall to be as thick as the plank. Basically, cut down the space in between the two sides and remove the excess from the top section. https://www.youtube.com/watch?v=gwRCWWnWEwc :psyduck:Though it's really only 15 seconds (actually less) in Wings.Nifscope's hell, though, I have no frickn clue how to properly replace the mesh, let alone collision or texture files.... http://img824.imageshack.us/img824/396/wallnv.png Link to comment Share on other sites More sharing options...
darkus37 Posted October 28, 2012 Author Share Posted October 28, 2012 Well, it's exactly the shape I need. I really wish I could help somehow, but that's life. Link to comment Share on other sites More sharing options...
darkus37 Posted November 16, 2012 Author Share Posted November 16, 2012 Hey, I need some scripting help so if anyone can help, thanks in advance! By the way, my NVSE-enabled GECK crashes when loading my mod, anyway I can fix that? Scn AAAIntTeleportControlScript Short DestinationRef TeleportRefShort TeleCompanionFloat TimerShort DoOnce ; 1 Air Purification; 2 Airlock; 3 Armory - Lower Level; 4 Armory - Upper Level; 5 Atrium; 6 Central Nexus; 7 Chapel; 8 Dining Hall; 9 East Hub; 10 Education Center; 11 Fusion Power Plant Control Center; 12 Gallery; 13 Geo Power Plant Control Center; 14 Geoponics; 15 Library; 16 Mainframe; 17 Manufacturing Center; 18 Medical Bay; 19 North Hub; 20 Personal Quarters; 21 Recreational Area; 22 Robotics Repair Depot; 23 Science Laboratory - Lower Level; 24 Science Laboratory - Upper Level; 25 South Hub; 26 Specimen Laboratory; 27 Stockyard; 28 Teleporter Chamber; 28 Training Area; 30 War Room; 31 Water Purification; 32 West Hub Begin OnActivate If IsActionRef Player == 1 ElseIf IsActionRef Player != 1 EndIfEnd Begin GameModeIf Destination == 1 Set TeleportRef to AAAPureAMarker Set Destination to 0 Set DoOnce to 1ElseIf Destination == 2 Set TeleportRef to AAAAirlockMarker Set Destination to 0 Set DoOnce to 1ElseIf Destination == 3 Set TeleportRef to AAAArmory2Marker Set Destination to 0 Set DoOnce to 1ElseIf Destination == 4 Set TeleportRef to AAAArmory1Marker Set Destination to 0 Set DoOnce to 1ElseIf Destination == 5 Set TeleportRef to AAAAtriumMarker Set Destination to 0 Set DoOnce to 1ElseIf Destination == 6 Set TeleportRef to AAACentralMarker Set Destination to 0 Set DoOnce to 1ElseIf Destination == 7 Set TeleportRef to AAAChapelMarker Set Destination to 0 Set DoOnce to 1ElseIf Destination == 8 Set TeleportRef to AAADiningMarker Set Destination to 0 Set DoOnce to 1ElseIf Destination == 9 Set TeleportRef to AAAHubEMarker Set Destination to 0 Set DoOnce to 1ElseIf Destination == 10 Set TeleportRef to AAASchoolMarker Set Destination to 0 Set DoOnce to 1ElseIf Destination == 11 Set TeleportRef to AAAFusionMarker Set Destination to 0 Set DoOnce to 1ElseIf Destination == 12 Set TeleportRef to AAAGalleryMarker Set Destination to 0 Set DoOnce to 1ElseIf Destination == 13 Set TeleportRef to AAAThermalMarker Set Destination to 0 Set DoOnce to 1ElseIf Destination == 14 Set TeleportRef to AAAGeoMarker Set Destination to 0 Set DoOnce to 1ElseIf Destination == 15 Set TeleportRef to AAALibMarker Set Destination to 0 Set DoOnce to 1ElseIf Destination == 16 Set TeleportRef to AAAMainframeMarker Set Destination to 0 Set DoOnce to 1ElseIf Destination == 17 Set TeleportRef to AAAFactoryMarker Set Destination to 0 Set DoOnce to 1ElseIf Destination == 18 Set TeleportRef to AAAMedMarker Set Destination to 0 Set DoOnce to 1ElseIf Destination == 19 Set TeleportRef to AAAHubNMarker Set Destination to 0 Set DoOnce to 1ElseIf Destination == 20 Set TeleportRef to AAAPerQMarker Set Destination to 0 Set DoOnce to 1ElseIf Destination == 21 Set TeleportRef to AAARecMarker Set Destination to 0 Set DoOnce to 1ElseIf Destination == 22 Set TeleportRef to AAARDepotMarker Set Destination to 0 Set DoOnce to 1ElseIf Destination == 23 Set TeleportRef to AAASLab2Marker Set Destination to 0 Set DoOnce to 1ElseIf Destination == 24 Set TeleportRef to AAASLab1Marker Set Destination to 0 Set DoOnce to 1ElseIf Destination == 25 Set TeleportRef to AAAHubSMarker Set Destination to 0 Set DoOnce to 1ElseIf Destination == 26 Set TeleportRef to AAASpecimen1Marker Set Destination to 0 Set DoOnce to 1ElseIf Destination == 27 Set TeleportRef to AAAStockMarker Set Destination to 0 Set DoOnce to 1ElseIf Destination == 28 Set TeleportRef to AAAIntTeleMarker Set Destination to 0 Set DoOnce to 1ElseIf Destination == 29 Set TeleportRef to AAATrainingMarker Set Destination to 0 Set DoOnce to 1ElseIf Destination == 30 Set TeleportRef to AAAWarMarker Set Destination to 0 Set DoOnce to 1ElseIf Destination == 31 Set TeleportRef to AAAPureWMarker Set Destination to 0 Set DoOnce to 1ElseIf Destination == 32 Set TeleportRef to AAAHubWMarker Set Destination to 0 Set DoOnce to 1EndIf If DoOnce == 1 Player.MoveTo TeleportRef If VNPCFollowers.bEDEHired == 1 EDE1REF.MoveTo TeleportRef EDE2REF.MoveTo TeleportRef EDE3REF.MoveTo TeleportRef EndIf If VNPCFollowers.bBooneHired == 1 CraigBooneREF.MoveTo TeleportRef EndIf If VNPCFollowers.ArcadeHired == 1 ArcadeREF.MoveTo TeleportRef EndIf If VNPCFollowers.bCassHired == 1 RoseOfSharonCassidyREF.MoveTo TeleportRef EndIf If VNPCFollowers.bVeronicaHired == 1 VeronicaREF.MoveTo TeleportRef EndIf If VNPCFollowers.bLilyHired == 1 LilyREF.MoveTo TeleportRef EndIf If VNPCFollowers.RaulHired == 1 RaulREF.MoveTo TeleportRef EndIf If VNPCFollowers.RexHired == 1 RexREF.MoveTo TeleportRef EndIf Set DoOnce to 0 Imod Addiction01ISFX PlaySound QSTAAATeleportSoundEndIfEnd scn AAAInternalTeleporterScript Short ButtonShort DoOnceFloat TimerDeviceShort Stateref myLink Begin OnActivateIf AAAReactor == 0 ShowMessage AAATeleportNoPowerElseIf AAAReactor == 1 ShowMessage AAAIntTeleportMainMsg01 Set DoOnce to 1EndIfEnd Begin GameMode If DoOnce == 1 Set Button to GetButtonPressed If Button == -1 Return ElseIf Button == 0 ; teleport to Central Nexus Set DoOnce to 10 ShowMessage AAAIntTeleportCHMsg01 ElseIf Button == 1 ; Teleport to North Hub Set DoOnce to 20 ShowMessage AAAIntTeleportNHMsg01 ElseIf Button == 2 ; Teleport to South Hub Set DoOnce to 30 ShowMessage AAAIntTeleportSHMsg01 ElseIf Button == 3 ; Teleport to East Hub Set DoOnce to 40 ShowMessage AAAIntTeleportEHMsg01 ElseIf Button == 4 ; Teleport to West Hub Set DoOnce to 60 ShowMessage AAAIntTeleportWHMsg01 ElseIf Button == 5 ; Activate Light Switch myLink.activate ElseIf Button == 6 ; Cancel Set DoOnce to 0 EndIfEndIf If DoOnce == 10 Set Button to GetButtonPressed If Button == -1 Return ElseIf Button == 0 ; Central Nexus Set AAAIntTeleportControl.Destination to 6 Set DoOnce to 90 ElseIf Button == 1 ; Airlock Vestibule Set AAAIntTeleportControl.Destination to 2 Set DoOnce to 90 ElseIf Button == 2 ; Cancel Set DoOnce to 0 EndIfEndIf If DoOnce == 20 Set Button to GetButtonPressed If Button == -1 Return ElseIf Button == 0 ; North Hub Set AAAIntTeleportControl.Destination to 19 Set DoOnce to 90 ElseIf Button == 1 ; Armory - Lower Level Set AAAIntTeleportControl.Destination to 3 Set DoOnce to 90 ElseIf Button == 2 ; Armory - Upper Level Set AAAIntTeleportControl.Destination to 4 Set DoOnce to 90 ElseIf Button == 3 ; Gallery Set AAAIntTeleportControl.Destination to 12 Set DoOnce to 90 ElseIf Button == 4 ; Manufacturing Center Set AAAIntTeleportControl.Destination to 17 Set DoOnce to 90 ElseIf Button == 5 ; War Room Set AAAIntTeleportControl.Destination to 30 Set DoOnce to 90 ElseIf Button == 6 ; Cancel Set DoOnce to 0 EndIfEndIf If DoOnce == 30 Set Button to GetButtonPressed If Button == -1 Return ElseIf Button == 0 ; South Hub Set AAAIntTeleportControl.Destination to 25 Set DoOnce to 90 ElseIf Button == 1 ; Air Purification Set AAAIntTeleportControl.Destination to 1 Set DoOnce to 90 ElseIf Button == 2 ; Geo Power Plant Control Center Set AAAIntTeleportControl.Destination to 14 Set DoOnce to 90 ElseIf Button == 3 ; Water Purification Set AAAIntTeleportControl.Destination to 31 Set DoOnce to 90 ElseIf Button == 4 ; Cancel Set DoOnce to 0 EndIfEndIf If DoOnce == 40 Set Button to GetButtonPressed If Button == -1 Return ElseIf Button == 0 ; East Hub Set AAAIntTeleportControl.Destination to 9 Set DoOnce to 90 ElseIf Button == 1 ; Atrium Set AAAIntTeleportControl.Destination to 5 Set DoOnce to 90 ElseIf Button == 2 ; Chapel Set AAAIntTeleportControl.Destination to 7 Set DoOnce to 90 ElseIf Button == 3 ; Dining Hall Set AAAIntTeleportControl.Destination to 8 Set DoOnce to 90 ElseIf Button == 4 ; Education Center Set AAAIntTeleportControl.Destination to 10 Set DoOnce to 90 ElseIf Button == 5 ; Next Menu Page Set DoOnce to 50 ShowMessage AAAIntTeleportEHMsg02 ElseIf Button == 6 ; Cancel Set DoOnce to 0 EndIfEndIf If DoOnce == 50 Set Button to GetButtonPressed If Button == -1 Return ElseIf Button == 0 ; Geoponics Set AAAIntTeleportControl.Destination to 14 Set DoOnce to 90 ElseIf Button == 1 ; Library Set AAAIntTeleportControl.Destination to 15 Set DoOnce to 90 ElseIf Button == 2 ; Medical Bay Set AAAIntTeleportControl.Destination to 18 Set DoOnce to 90 ElseIf Button == 3 ; Personal Quarters Set AAAIntTeleportControl.Destination to 20 Set DoOnce to 90 ElseIf Button == 4 ; Recreational Area Set AAAIntTeleportControl.Destination to 21 Set DoOnce to 90 ElseIf Button == 5 ; Stockyard Set AAAIntTeleportControl.Destination to 27 Set DoOnce to 90 ElseIf Button == 6 ; Cancel Set DoOnce to 0 EndIfEndIf If DoOnce == 60 Set Button to GetButtonPressed If Button == -1 Return ElseIf Button == 0 ; West Hub Set AAAIntTeleportControl.Destination to 32 Set DoOnce to 90 ElseIf Button == 1 ; Fusion Power Plant Control Center Set AAAIntTeleportControl.Destination to 11 Set DoOnce to 90 ElseIf Button == 2 ; Mainframe Set AAAIntTeleportControl.Destination to 16 Set DoOnce to 90 ElseIf Button == 3 ; Robotics Repair Depot Set AAAIntTeleportControl.Destination to 22 Set DoOnce to 90 ElseIf Button == 4 ; Next Menu Page Set DoOnce to 70 ShowMessage AAAIntTeleportWHMsg02 ElseIf Button == 5 ; Cancel Set DoOnce to 0 EndIfEndIf If DoOnce == 70 Set Button to GetButtonPressed If Button == -1 Return ElseIf Button == 0 ; Science Laboratory - Lower Level Set AAAIntTeleportControl.Destination to 23 Set DoOnce to 90 ElseIf Button == 1 ; Science Laboratory - Upper Level Set AAAIntTeleportControl.Destination to 24 Set DoOnce to 90 ElseIf Button == 2 ; Specimen Laboratory Set AAAIntTeleportControl.Destination to 26 Set DoOnce to 90 ElseIf Button == 3 ; Teleporter Chamber Set AAAIntTeleportControl.Destination to 28 Set DoOnce to 90 ElseIf Button == 4 ; Cancel Set DoOnce to 0 EndIfEndIf If DoOnce == 90 Player.PlaceAtMe AAATeleportFX imod FadeToWhiteISFX PlaySound FXExplosionGrenadePlasmaLow Set TimerDevice to 1.5 Set DoOnce to 0 Set State to 1EndIf If State == 1 If TimerDevice > 0 Set TimerDevice to TimerDevice - GetSecondsPassed Else Set DoOnce to 100 rimod FadeToWhiteISFX Set State to 0 EndIfEndIf If DoOnce == 100 AAAIntTeleportControl.Activate Player 1 Set DoOnce to 0 EndIfEndIf End scn AAASchootingRangeControlScript Short ButtonShort DoOnceShort State Begin OnActivateIf AAAReactor == 0 ShowMessage AAATeleportNoPowerElseIf AAAReactor == 1 ShowMessage AAAShootingRangeMsg01 Set DoOnce to 1EndIfEnd Begin GameMode If DoOnce == 1 Set Button to GetButtonPressed If Button == -1 Return ElseIf Button == 0 ; Set Target To Close Range Combat Set DoOnce to 10 ElseIf Button == 1 ; Set Target To Medium Range Combat Set DoOnce to 20 ElseIf Button == 2 ; Set Target To Long Range Combat Set DoOnce to 30 ElseIf Button == 3 ; Cancel Set DoOnce to 0 EndIfEndIf If DoOnce == 10 Set Button to GetButtonPressed If Button == -1 Return AAASR1ARef.enable AAASR1BRef.disable AAASR1CRef.disable AAASR2ARef.enable AAASR2BRef.disable AAASR2CRef.disable AAASR3ARef.enable AAASR3BRef.disable AAASR3CRef.disable AAASR4ARef.enable AAASR4BRef.disable AAASR4CRef.disable PlaySound TRPPitchingMachineRunLPMEndIf If DoOnce == 20 Set Button to GetButtonPressed If Button == -1 Return AAASR1ARef.disable AAASR1BRef.enable AAASR1CRef.disable AAASR2ARef.disable AAASR2BRef.enable AAASR2CRef.disable AAASR3ARef.disable AAASR3BRef.enable AAASR3CRef.disable AAASR4ARef.disable AAASR4BRef.enable AAASR4CRef.disable PlaySound TRPPitchingMachineRunLPMEndIf If DoOnce == 30 Set Button to GetButtonPressed If Button == -1 Return AAASR1ARef.disable AAASR1BRef.disable AAASR1CRef.enable AAASR2ARef.disable AAASR2BRef.disable AAASR2CRef.enable AAASR3ARef.disable AAASR3BRef.disable AAASR3CRef.enable AAASR4ARef.disable AAASR4BRef.disable AAASR4CRef.enable PlaySound TRPPitchingMachineRunLPMEndIf End Script 1 & 2 deal with a teleporter. Each cell has a control unit with the second script attached. I was wondering if there was a way to make it so that each control unit has to be activated before it joins the teleporter network (once main power is restored). If I have to make each control unit a unique device, that's fine I guess, but maybe there's an alternative? Oh, and please be as descriptive as possible since I really have no idea what I'm doing. Link to comment Share on other sites More sharing options...
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