Collision plane only with player?

Post » Sat May 28, 2011 3:38 am

I have a portion where an NPC opens a gate, then him and 3 others walk into a room and pick up some weapons. This obviously won't work properly if the player runs in first and takes all the guns before they can. Is there a way I could make a collision plane ONLY block the players movement, but allow NPC's through? That way I can just enable it when the door is opened, then disable it once they all have their guns. Thanks for any help. :)

Gunmaster95
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Josephine Gowing
 
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Post » Sat May 28, 2011 2:53 am

I have a portion where an NPC opens a gate, then him and 3 others walk into a room and pick up some weapons. This obviously won't work properly if the player runs in first and takes all the guns before they can. Is there a way I could make a collision plane ONLY block the players movement, but allow NPC's through? That way I can just enable it when the door is opened, then disable it once they all have their guns. Thanks for any help. :)

Gunmaster95


...Is there any reason why disabling the Players controls won't work?
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Dan Wright
 
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Post » Sat May 28, 2011 3:38 pm

Well it would, but since the player is not FORCED to be with the NPC's at that moment, I don't want them to be across the cell, and randomly have their controls disabled for like 5-10 seconds and be like, wtf? Then think its a bug or something. This way, no matter where they are, they cannot get past the door until the guns are picked up.
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chinadoll
 
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Post » Sat May 28, 2011 4:23 pm

Mmmmm but you have to ask yourself if an invisible barrier that makes no sense is any Better than freezing the player up for a few seconds while the NPCs do their thing?

Remember that in Fo3 there were many situations in which the player controls were frozen for a few seconds for something to happen (like the final battle speech in the cidadel before you head out with Liberty Prime for example). At least with the player controls frozen, the player knows exactly what is going on and and will watch the action play out - where as an invisible barrier will be the "WTF?" moment with the player trying desperately to get into the door (and ignoring what the NPCs are doing). I recommend reconsidering harmy52's suggestion.

If you want though you can definitely put up a collision plane to block the player - it would be quite simple and I think the GECK even provides a primitive for this, but a NIF of a wall without the NiTriStrips mesh would do the trick too - just place it normally disabled and enable/disable it via script.

Luck,

Miax
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Khamaji Taylor
 
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Post » Sat May 28, 2011 9:44 am

How about just script the weapons with an activate block that stops the player from picking it up.
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OJY
 
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Post » Sat May 28, 2011 11:53 am

Mmmmm but you have to ask yourself if an invisible barrier that makes no sense is any Better than freezing the player up for a few seconds while the NPCs do their thing?


Touche' Miaximus... touche'.

I guess I will just disable the controls. I mean, most players should be right there anyway.

I cannot script all the guns like that. Two of them are essential characters that never die, so that wouldnt be an issue. But two are guards that can possibly die, so if they died, the player wouldnt be able to pick up their weapons and would be like, "WTF!" So I guess I will go with you Harmy and just disable controls. Then deal with the worst if people complain about it. Thanks everyone for your suggests/help. :)

Gunmaster95
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brenden casey
 
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Post » Sat May 28, 2011 9:31 am

Touche' Miaximus... touche'.

I guess I will just disable the controls. I mean, most players should be right there anyway.

I cannot script all the guns like that. Two of them are essential characters that never die, so that wouldnt be an issue. But two are guards that can possibly die, so if they died, the player wouldnt be able to pick up their weapons and would be like, "WTF!" So I guess I will go with you Harmy and just disable controls. Then deal with the worst if people complain about it. Thanks everyone for your suggests/help. :)

Gunmaster95


And why exactly can't you check if the Gaurds are dead and then grant the player acces to the weapons?

Anyways, just save yourself the trouble and disable the controls :)
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Soraya Davy
 
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Post » Sat May 28, 2011 4:21 pm

How about just script the weapons with an activate block that stops the player from picking it up.



I cannot script all the guns like that. Two of them are essential characters that never die, so that wouldnt be an issue. But two are guards that can possibly die, so if they died, the player wouldnt be able to pick up their weapons and would be like, "WTF!" So I guess I will go with you Harmy and just disable controls. Then deal with the worst if people complain about it. Thanks everyone for your suggests/help. :)Gunmaster95


What if the NPCs walk up to the weapons, the weapons get disabled/deleted and then an unscripted version of the gun added to the NPCs' inventories?
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sam
 
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Post » Sat May 28, 2011 8:59 am

I think I could check if the guard is dead in the script... I might do that.

I don't really want to do the disable, then add ones via script because I already have everything set up nicely so they walk up and pick up the weapons, otherwise for it to look good I would need timers, and delay and it would just be more work than I am willing to do right now. :P

Alright, I will either disable the players controls, or script the guns. Thanks again everyone :D
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Elizabeth Davis
 
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Post » Sat May 28, 2011 7:59 am

I think I could check if the guard is dead in the script... I might do that.

I don't really want to do the disable, then add ones via script because I already have everything set up nicely so they walk up and pick up the weapons, otherwise for it to look good I would need timers, and delay and it would just be more work than I am willing to do right now. :P

Alright, I will either disable the players controls, or script the guns. Thanks again everyone :D


Well if you are blocking the player from entering the room, is the player going to be able to see the NPC's pick up the guns? If not, You might want to place the items in a container, or if they will be seen add a script that says "OnActivate, isPlayer == 1, ;do nothing, else, activate", on the guns(on second that you might need an OnGrab also). That way the player won't be able to pick up the guns. You can also lock the door with a key-only(but without a key) and allow the NPC's to open it, that would prevent the player from entering the room first.

For cinematic effect, you can have a Collsion wall that blocks the player, but have it move to stay just behind the NPC's that way the Player can follow and see what is going on but will appear to be blocked by the NPC's in the case where the guns table is directly across from the door and therefore visible(which I'm assuming due to the work you've put into the NPC's actions), the "wall" can follow the NPC's all the way to the table, until they pick up the guns and then you can disable it.
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Dalton Greynolds
 
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Post » Sat May 28, 2011 10:34 am

Well the door thats opening is a rather large CL gate. So the instant the NPC opens it, the player can bolt in and take the guns. Also, since 4 NPC's are picking up a gun total, the player might not be behind all of them. It is an open room, about 10ft by 20ft, with some tipped tables and shelves. I think I will just have it disable their controls. And then later on if I decide so, I will put the script in to stop them from picking up/grabbing the guns.
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Paul Rice
 
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