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help with script?


shadowace

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I made a working elevator (to an extent) but the player falls through it. Any ideas?

Elevators done with scripting need to move both the elevator and the player at the same time. Depending on what you have access to, you may be best off making the elevator work with an animation on the elevator .nif. Then all you need to do is have a switch which does a playgroup on the elevator. Depending on the situation, you may be able to reconfigure some of the existing activator meshes to work with new pieces, depending on what nodes you attach those new pieces to.

 

If this is a vanilla, animated elevator you are dealing with, you may be falling through due to high processing requirements of the area, in which case, you may need to cut back on some things.

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I made a working elevator (to an extent) but the player falls through it. Any ideas?

Elevators done with scripting need to move both the elevator and the player at the same time. Depending on what you have access to, you may be best off making the elevator work with an animation on the elevator .nif. Then all you need to do is have a switch which does a playgroup on the elevator. Depending on the situation, you may be able to reconfigure some of the existing activator meshes to work with new pieces, depending on what nodes you attach those new pieces to.

 

If this is a vanilla, animated elevator you are dealing with, you may be falling through due to high processing requirements of the area, in which case, you may need to cut back on some things.

 

Thank you Vagrant, so how could I make it so it moves the player too?

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I made a working elevator (to an extent) but the player falls through it. Any ideas?

Elevators done with scripting need to move both the elevator and the player at the same time. Depending on what you have access to, you may be best off making the elevator work with an animation on the elevator .nif. Then all you need to do is have a switch which does a playgroup on the elevator. Depending on the situation, you may be able to reconfigure some of the existing activator meshes to work with new pieces, depending on what nodes you attach those new pieces to.

 

If this is a vanilla, animated elevator you are dealing with, you may be falling through due to high processing requirements of the area, in which case, you may need to cut back on some things.

 

Thank you Vagrant, so how could I make it so it moves the player too?

If you're doing things entirely with scripting, you first should make sure that only the player will be on this elevator. If anyone else will be using this elevator, even companions, you'll need a complicated way or recording the references of these additional actors. if it is ONLY the player, then you would simply use the same getpos z, setpos z stuff you were doing on the elevator.

 

Another option would be to make a collision box under the elevator, which moves with the elevator. This is an option because it adds additional thickness to the collision of the elevator, and uses a collision type which will push anything inside, out. And as there are no visuals associated with a collision box, you don't need to enable/disable. You would move this box the same way as the elevator.

 

I said that you might be best off with an animated activator which works as an elevator because this is generally easier to do at this point, ends up being much more reliable, and not as limited by where it can be used.

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I made a working elevator (to an extent) but the player falls through it. Any ideas?

Elevators done with scripting need to move both the elevator and the player at the same time. Depending on what you have access to, you may be best off making the elevator work with an animation on the elevator .nif. Then all you need to do is have a switch which does a playgroup on the elevator. Depending on the situation, you may be able to reconfigure some of the existing activator meshes to work with new pieces, depending on what nodes you attach those new pieces to.

 

If this is a vanilla, animated elevator you are dealing with, you may be falling through due to high processing requirements of the area, in which case, you may need to cut back on some things.

 

Thank you Vagrant, so how could I make it so it moves the player too?

If you're doing things entirely with scripting, you first should make sure that only the player will be on this elevator. If anyone else will be using this elevator, even companions, you'll need a complicated way or recording the references of these additional actors. if it is ONLY the player, then you would simply use the same getpos z, setpos z stuff you were doing on the elevator.

 

Another option would be to make a collision box under the elevator, which moves with the elevator. This is an option because it adds additional thickness to the collision of the elevator, and uses a collision type which will push anything inside, out. And as there are no visuals associated with a collision box, you don't need to enable/disable. You would move this box the same way as the elevator.

 

I said that you might be best off with an animated activator which works as an elevator because this is generally easier to do at this point, ends up being much more reliable, and not as limited by where it can be used.

 

Once again thanks, and it worked.

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