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Couple G.E.C.K. and/or modding questions.


TrueSaiko

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1. how do i make a door unlockable remotely? (door locked and cannot be picked... control panel near the door unlocks it... and if it also goes here, i would like the control panel to require a repair of 75 to fix it, before it unlocks the door)

 

2. how do i make an elevator? and how do i make the elevator require repairs before it can be used... like the elevator of vault 22...

 

3. can i change what container say when highlighted? like... instead of saying "open" ... i want it to say "loot" or "search"

 

4. more as i think of them.

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1. how do i make a door unlockable remotely? (door locked and cannot be picked... control panel near the door unlocks it... and if it also goes here, i would like the control panel to require a repair of 75 to fix it, before it unlocks the door)

Either with an activate parent, or make it a persistent ref and use GetLinkedRef or just Explicit syntax and the Unlock command. Set a message form on your activator with a button condition GetAV, Repair, >= 75 before it shows and code the unlock there.

 

2. how do i make an elevator? and how do i make the elevator require repairs before it can be used... like the elevator of vault 22...

Use a door with a teleport, and override the default activation with the door's object script onActivate block.

 

3. can i change what container say when highlighted? like... instead of saying "open" ... i want it to say "loot" or "search"

You.... CAN. It would be a lot of work. You'd have to set a dummy activator for each container you wanted, and then use the activation text override in the object editor, and THEN you'd have to script it to open a remote container when activated. I think it's waaaay more work than it's worth for such a cosmetic change, though.

 

4. more as i think of them.

If I'm sarcastic here, will you take it the wrong way?

 

EDIT: Formatting

Edited by Xaranth
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1. how do i make a door unlockable remotely? (door locked and cannot be picked... control panel near the door unlocks it... and if it also goes here, i would like the control panel to require a repair of 75 to fix it, before it unlocks the door)

Either with an activate parent, or make it a persistent ref and use GetLinkedRef or just Explicit syntax and the Unlock command. Set a message form on your activator with a button condition GetAV, Repair, >= 75 before it shows and code the unlock there.

 

2. how do i make an elevator? and how do i make the elevator require repairs before it can be used... like the elevator of vault 22...

Use a door with a teleport, and override the default activation with the door's object script onActivate block.

 

3. can i change what container say when highlighted? like... instead of saying "open" ... i want it to say "loot" or "search"

You.... CAN. It would be a lot of work. You'd have to set a dummy activator for each container you wanted, and then use the activation text override in the object editor, and THEN you'd have to script it to open a remote container when activated. I think it's waaaay more work than it's worth for such a cosmetic change, though.

 

4. more as i think of them.

If I'm sarcastic here, will you take it the wrong way?

 

EDIT: Formatting

 

1 & 2. Could you be more specific? i have no idea what you are talking about.... very new to modding...

 

3. alright then... i will keep it as is...

 

4. nope... i highly doubt that i will take it the wrong way.

 

 

Edit: 4 now becomes: how do i make a dead body? i made a new npc and set their health to zero... but in game they aren't there...

 

5 now becomes: more as i think of them.

Edited by TrueSaiko
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More Specific... Okay, I think I can do that...

 

1. how do i make a door unlockable remotely? (door locked and cannot be picked... control panel near the door unlocks it... and if it also goes here, i would like the control panel to require a repair of 75 to fix it, before it unlocks the door)

Either with an activate parent, or make it a persistent ref and use GetLinkedRef or just Explicit syntax and the Unlock command. Set a message form on your activator with a button condition GetAV, Repair, >= 75 before it shows and code the unlock there.

 

Start by making the door. Place it in the world, mark it persistent, and et the Lock level to 'requires key'. Next, you need to create a message. The way I would do it is have button 0 only show up if the player has the appropriate repair skill, by adding the conditions GetAV, Repair, and >= 75 to the button's item conditions.

 

Like so:

 

Then create the activator you want to control the door. Place the container in the world, and set it's LinkedRef to your door. The activator's script is as follows:

 

scn DummyRemoteDoorWidget

ref rDoor
short sMessageTrigger
short sMenuDisplayed
short sMyButton

Begin onActivate player

Set sMessageTrigger to 1

end

Begin GameMode

if sMessageTrigger == 1
	ShowMessage DummyMessageRepairDoor
	Set sMenuDisplayed to 1
	Set sMessageTrigger to 0
endIF

end

Begin MenuMode 1001

Set sMyButton to GetButtonPressed

if sMenuDisplayed == 1
	if sMyButton == 0 
		Set rDoor to GetLinkedRef
		rDoor.Unlock
	endIf
endIf

end

 

2. how do i make an elevator? and how do i make the elevator require repairs before it can be used... like the elevator of vault 22...

Use a door with a teleport, and override the default activation with the door's object script onActivate block.

 

Actually, did you want an express elevator type thing, where it goes between two points only, or a proper elevator? I think you mean a proper elevator, so I need to revise my statement.

 

Begin by creating a new door. We'll pretend it's called DummyElevatorDoor. You then need at least two message forms. One as above, a repair or leave it message, another that's a floor selection. We'll pretend the repair message is called DummyMsgRepair and the floor is DummyMsgLvl. Next, place XMarkerHeading objects at each point you have an elevator access. We'll pretend these are DummyFloorMark01, DummyFloorMark02, DummyFloorMark03, etc etc etc. Finally, add a variable to your Main Quest script: bElevatorFixed. For the sake of this, we're pretending your main quest is called DummyQstMQ01

 

Then a script like this goes on your elevator door:

 

scn DummyElevatorDoor

short sMessageTrigger
short sMenuDisplayed
short sMyButton

Begin onActivate player

if DummyQstMQ01.bElevatorFixed
	Set sMessageTrigger to 2
else
	Set sMessageTrigger to 1
endIf

end

Begin GameMode

if sMessageTrigger == 1
	ShowMessage DummyMsgRepair
	Set sMenuDisplayed to 1
	Set sMessageTrigger to 0
elseIf sMessageTrigger == 2
	ShowMessage DummyMsgLvl
	Set sMenuDisplayed to 2
	Set sMessageTrigger to 0
endIF

end

Begin MenuMode 1001

Set sMyButton to GetButtonPressed

if sMenuDisplayed == 1
	if sMyButton == 0 
		Set DummyQstMQ01.bElevatorFixed to 1		
	endIf
elseIf sMenuDisplayed == 2
	if sMyButton == 0 ;First floor
		player.moveTo DummyFloorMark01
	elseIf sMyButton == 1 ;Second Floor
		player.moveTo DummyFloorMark02,
	elseIf ...etc

	endIf
endIf

end

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