SKKmods Posted February 5, 2020 Share Posted February 5, 2020 After a lot of faffing about I have finally figured out how to get a fast travel vertibird to orbit on command and then resume travel. Plus flights direct between worldspaces (like Nuka to Harbor) :ninja: Currently using a popup message menu for orbiting which is rubbish UX, so would like to add an [R] Orbit | Stop Orbit button option to the VertibirdMenu.swf overlay. Challenge #'1 is that it needs to be Xbox compatible, and I fear that adding new SWF/AS3 controls will depend on F4SE interface injection ? Link to comment Share on other sites More sharing options...
Carreau Posted February 5, 2020 Share Posted February 5, 2020 (edited) I've been toying with command injection to vanilla menus. It is possible. I'm using xSE to inject an extra SWF when the detected menu is open. Without xSE, you'd have to make hard edits to the menuAnd if you wanted to tie into calling commands from outside a vanilla function, you'd definitely need xSE to make that happen. As far as I know, there is no native vanilla method to make a papyrus call from scaleform. I had to write an xSE handler as middleware. Edited February 5, 2020 by Carreau Link to comment Share on other sites More sharing options...
SKKmods Posted February 5, 2020 Author Share Posted February 5, 2020 Hard edits to the menu are preferable to xSE, as hacked SWF can be packaged for Xbox: this.buttonHint_Orbit = new BSButtonHintData("$ORBIT","R","PSN_A","Xenon_A",1,this.onOrbit); But, without a generic/public interface to link new BGSCodeObj this is a forlorn hope :down: Link to comment Share on other sites More sharing options...
Carreau Posted February 5, 2020 Share Posted February 5, 2020 That's the pinch point. Either you tie into a known function of BGSCodeObj, or you're forced into F4SE to get some form of AS3 callback or key polling Link to comment Share on other sites More sharing options...
HeyYou Posted February 6, 2020 Share Posted February 6, 2020 If you figure this one out, and option for "Hover here" would be nice to have as well. :D Link to comment Share on other sites More sharing options...
SKKmods Posted February 6, 2020 Author Share Posted February 6, 2020 "Hover here" is not an issue, just another AI package, but a poor use case as hovering in combat is incredibly dangerous. I would not like to deliver a solution that involves fixing the player at a point in space to be shot at, what with all the random hostile combat spawning that can happen. Link to comment Share on other sites More sharing options...
HeyYou Posted February 6, 2020 Share Posted February 6, 2020 "Hover here" is not an issue, just another AI package, but a poor use case as hovering in combat is incredibly dangerous. I would not like to deliver a solution that involves fixing the player at a point in space to be shot at, what with all the random hostile combat spawning that can happen.If the player is idiotic enough to request a hover where there are a bunch of hostiles around, I figure he deserves to be shot down. :) I think using this feature in combination with some variety of 'tougher vertibirds' would be a good idea though. If I had any idea how to do it, I would seriously consider have the game check to see how many hostiles are in the area, and if it is above some threshold number, have the pilot simply tell the player: "Are you crazy?? I ain't stoppin' here...." :D Link to comment Share on other sites More sharing options...
niston Posted February 6, 2020 Share Posted February 6, 2020 Travel between worldspaces - But that's awesome news, SKK50! I second the request for a Hover Here option, without really understanding the context of your mod :D Link to comment Share on other sites More sharing options...
SKKmods Posted February 14, 2020 Author Share Posted February 14, 2020 Don't hold yer breaths as this will not be released. Whilst travel, orbit, hover and bailout all work (without F4SE, wow !) after a tonne of testing, vertibirds have proven to be unreliable and unpredictable, randomly going out of control; > start flying around under the ground. > freezing player ininteraction so dismount() wont work, even blocking player.moveto console.> force land themselves and sulk, ignoring all package commands even after AI reset. The real disappointment is I had a bunch of amusing Oi! London black cab driver lines recorded :sad: Link to comment Share on other sites More sharing options...
Carreau Posted February 15, 2020 Share Posted February 15, 2020 So, the whirlybirds act just like they should based on AI pathing in FO4 and 76 Link to comment Share on other sites More sharing options...
Recommended Posts