Invisible Walls that can be accessed in script

Post » Mon Jun 28, 2010 1:19 am

1. There is a quest I am making where I have a town in the Wasteland worldspace. It is going to be attacked by Powder Gangers. When the quest is started, I want these walls I am trying to make to prevent the player from crossing them, but before/after the quest, the player should be able to walk through them (the idea is to keep the player trapped in the town).

So basically, how can i go about turning a cubic activator into an invisible wall in script depending on a returned value from getstage?

2. I am also having another, similarly solved issue, where regardless of the ai packages I set like wander etc, the NPCS in my town will sometimes (rarely, but it messes everything up) attack monsters way outside the package radius. So I would also like to make a wall for this NPC's, that doesn't apply to the player, that prevents them from pursuing monsters on the other side of the wall. If I delete all the monsters in the area, it'll make the whole cell look dumb, it's in the center of an area filled with deathclaws, it's part of the storyline, i cannot move the town etc. I'd rather be safe than sorry.

So basically, how can I make a cubic activator an invisible wall for NPCs, but at the same time allow the player to walk through it?

thanks a bunch

soaren
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Jennifer May
 
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Post » Sun Jun 27, 2010 10:58 pm

Invisible walls: I'd set up some CollisionMarker [STAT:00000021] references making one persistent and the enable parent of the others that enabling/disabling the parent will raise/lower the perimeter remotely via your quest and/or a trigger activator via http://geck.gamesas.com/index.php/OnTriggerLeave. It'd look something like http://i196.photobucket.com/albums/aa150/JustinCoherent/Collisiontrigger.jpg. Might work if there aren't too many NPC's and the trigger or collision markers could be enabled/disable independently.
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Beast Attire
 
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