Jump to content

on/off water in interior? some questions on scripts and modding


Xynion

Recommended Posts

Hey guys,

as my knowledge on scripts is very poor I'll try to find some help here. (:

 

1) Probably the most difficult thing. I want an interior (completely without water) to be flooded completely with water after deciding for a possible quest-ending (and activating an activator, I think this is a kind of must-have). Is that possible at all? I do not think so, but I can remember a Fallout quest where you could activate an engine in an old vault to clear a room from water... the other way round to that I want to achieve, so to speak. Do you have any idea or hint?

 

2) I want to create a fix spawn-point for a NPC (hostile) when the player activates an activator (or something else). The enemy should appear in the back of the player and attack him (to blindside him, so to say). It doesn't have to be a fix spawn-point, but I think if this is doable at all then only with a fix spawn point (I presume?). The activator may be something unspectacular with a second effect, so the player doesn't get cautious.

 

I think this could be working.. however how... I don't have the knowledge for something like that. Is this doable at all? If not, are there alternatives?

 

3) I want to link the headshot-script (Boone and the dino, you know) to a specific character and a specific activator, so one character (and only this one) gets a headshot after the player activated the activator (passed a certain corridor? is that possible or does it have to be a button / trigger or something like that?). I found the script, but I dunno how to link them a) with a specific NPC and b) with a specific activator.

 

4) I want to convert the sit-animation (or the possibility to sit down) from a chair to a toilet. Is that possible?

 

5) I want to turn the red markers that appear whenever an enemy is near off, at least for a special interior. Turning the battle-music off might be even appropriate, but only for one interior.

 

 

I would be very glad if someone could give me some hints on the way to solve these questions or has even a good link to a tutorial or a ready script-template! :)

 

Have a nice evening,

Xynion

Link to comment
Share on other sites

Hey guys,

as my knowledge on scripts is very poor I'll try to find some help here. (:

 

1) Probably the most difficult thing. I want an interior (completely without water) to be flooded completely with water after deciding for a possible quest-ending (and activating an activator, I think this is a kind of must-have). Is that possible at all? I do not think so, but I can remember a Fallout quest where you could activate an engine in an old vault to clear a room from water... the other way round to that I want to achieve, so to speak. Do you have any idea or hint?

 

The way this was done in the game was that the areas that were underwater were duplicated above the water line. When the player pumped the water out, previously disabled doors with teleporters were enabled and placed before the flooded area. THose teleporters took the player to a duplicate of the flooded area that was placed above the waterline.

 

2) I want to create a fix spawn-point for a NPC (hostile) when the player activates an activator (or something else). The enemy should appear in the back of the player and attack him (to blindside him, so to say). It doesn't have to be a fix spawn-point, but I think if this is doable at all then only with a fix spawn point (I presume?). The activator may be something unspectacular with a second effect, so the player doesn't get cautious.

 

Do you mean a 'push a button' activator, or a 'walk into a room' activator? Simplest solution is to place your npc, mark them 'initially disabled', then link your activator and the npc, then:

 

scn ModNameNPCSpawnScript

ref rVillain

begin onActivate

Set rVillain to GetLinkedRef
rVillain.Enable 0

end

 

I don't have time to help with your other queries now, sorry. Actually, I don't even have the knowledge to answer number four. >.>

 

-X

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...