Zorkaz Posted April 20, 2020 Posted April 20, 2020 Has anyone made something like this? You can build a bunker door, whereever you want. And can enter the door into the bunker.
instyne49 Posted April 20, 2020 Posted April 20, 2020 I truly wish I had your imagination and even 1/10 of your abilities. I will of course wait and see if you make this yourself.
ChuckYufarley Posted April 20, 2020 Posted April 20, 2020 Something like this ? https://www.nexusmods.com/fallout4/mods/10967
SKKmods Posted April 20, 2020 Posted April 20, 2020 Yes I put one in Mobile Workshop, but have hidden the constructable hatch. Rather than mess about with dynamic load doors, the access hatch and exit ladders are activators with simple OnActivate ... MoveTo scripts. Scriptname SKK_MWMobileBunkerTrapdoorScript extends ObjectReference Const Keyword Property pWorkshopItemKeyword Auto Const Mandatory ReferenceAlias Property Alias_MobileBunkerTrapDoor Auto Const Mandatory ReferenceAlias Property Alias_MobileBunkerMarker Auto Const Mandatory ;******************************************************************************************************************** ;The trapdoor can only be built at MobileWorkshop _co has restriction pSKK_MWMobileWorkshopKeyword Event OnLoad() If Self.HasKeyword(pWorkshopItemKeyword) ; final placement connected to workshop ObjectReference OldTrapdoor = Alias_MobileBunkerTrapDoor.GetReference() If (OldTrapdoor != None) && (OldTrapdoor != (Self as ObjectReference)) Alias_MobileBunkerTrapDoor.Clear() OldTrapdoor.SetLinkedRef(None, pWorkshopItemKeyword) OldTrapdoor.Disable() OldTrapdoor.Delete() ;This may not cleanup the Workshoplink EndIf Alias_MobileBunkerTrapDoor.ForceRefTo(Self as ObjectReference) EndIf EndEvent ;******************************************************************************************************************** Event OnActivate(ObjectReference akActivator) If (akActivator == Game.GetPlayer()) Game.GetPlayer().MoveTo(Alias_MobileBunkerMarker.GetReference()) EndIf EndEvent ;******************************************************************************************************************** Event OnWorkshopObjectDestroyed (ObjectReference akWorkshopRef) If (Alias_MobileBunkerTrapDoor.GetReference() == (Self as ObjectReference)) Alias_MobileBunkerTrapDoor.Clear() ;release for cleanup EndIf EndEvent ;********************************************************************************************************************
Zorkaz Posted April 21, 2020 Author Posted April 21, 2020 I see. I'm going to use moveto() too, but it will be spawnable like via a mine
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