I just need help with 2 things. Lighting and Lamplight stati

Post » Tue Dec 06, 2011 9:54 pm

Hey, I just discovered the GECK today and I've finally been able to make the outpost I've always dreamed of making. It's going incredibly well so far. The only problems I've encountered so far are:

1. The Little Lamplight rope bridge objects are not solid. I've placed them in the wasteland around a bridge, but whenever I attempt to walk on them I fall through. Is there a playerclip function or something I am not yet aware of?

2. How would I go about creating a spotlight that goes on after a certain time? Something similar to how Megaton gets lit up at night.

----------------------

These are pretty much just bonus features to me, not needed fully:

1. Is there anyway to make my new town show up on the pipboy world map, and have a "move-to" feature similar to the other important areas? Figured it out, simple thing in objects called "mapmarker." Should have guessed that one.
2. How would I make a merchant in my town that sells random items (including weapons), like Craterside Supply or the Vampire trader?
3. Right now I have brotherhood outcasts patrolling my town. I was also wondering if it was possible to add NPCs like wastelanders or something that are friendly to me, but no one else. Or maybe even creating a new faction?

Thanks so much in advance for any help, I'm loving the GECK.

Also if anyone's interested in what I'm up too, here's a few screenshots ^_^

http://a.imageshack.us/img576/2855/screenshot1210.png
http://a.imageshack.us/img245/7501/screenshot1213.png
http://a.imageshack.us/img812/9364/screenshot1217.png
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sas
 
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Post » Tue Dec 06, 2011 8:12 pm

A1: That is a collision problem. The developers may have either never added collision to them as they weren't used in the normal game, or the collision for them is part of another file. The catwalks in lamplight are several big pieces.

A2: I know how, but its been a while since I last set up any so the details escape me. If no one else answers, Ill tinker and relearn. Basically it requires you to script an "on" and "off" version of your lights so that during the day, the "off" lights are enabled, and during night, the "on" versions are enabled.

B2: Cant help. I dont do much with NPCs

B3: Again, cant help, sorry.
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Kelly Upshall
 
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Post » Wed Dec 07, 2011 5:47 am

A2: You can put a script on it.
scriptname streetlightscriptbegin gamemode	if gamehour >= 18 || gamehour < 7		enable	else		disable	endifend


If you have a bunch of them, use an xmarker to enable/disable and set the parentage of the other lights to the xmarker.
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m Gardner
 
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Post » Wed Dec 07, 2011 5:04 am

A2: You can put a script on it.
scriptname streetlightscriptbegin gamemode	if gamehour >= 18 || gamehour < 7		enable	else		disable	endifend


If you have a bunch of them, use an xmarker to enable/disable and set the parentage of the other lights to the xmarker.


ah, haven't gotten up to adding scripts in yet, but I'll definitely save this for when I do (probably tonight, lol). Thanks so much for that man!
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Lisa Robb
 
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Post » Tue Dec 06, 2011 11:18 pm

A2: You can put a script on it.
scriptname streetlightscriptbegin gamemode	if gamehour >= 18 || gamehour < 7		enable	else		disable	endifend


If you have a bunch of them, use an xmarker to enable/disable and set the parentage of the other lights to the xmarker.

Thats it. Couldnt remember exactly how to do it.
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Del Arte
 
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Post » Wed Dec 07, 2011 2:35 am

Pretty much straight from Oblivion vanilla. ;)
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Pawel Platek
 
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Post » Wed Dec 07, 2011 3:54 am

B2: As far as I know, setting up a merchant isn't much more than giving him a unique, persistant container with his items in it, setting it as his merchant container, and checking the 'sells items' and type checkboxes. Not sure if there's any associated dialog that goes with them, so maybe check other known merchant NPCs in the geck and see.

B3: Friendly to only the player would mean making a new faction, friendly to itself, and friendly to the Player (not PlayerFaction). That would probably set off the outcasts you have there already, so you might have to add those particular outcasts to the new faction.

*laughs* I have a town really similar to that setup on the broken bridge pieces near vault 101, overlooking Megaton.
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Glu Glu
 
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Post » Wed Dec 07, 2011 6:37 am

Awesome help so far, but no luck on the Lamplight static objects yet?
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Strawberry
 
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Post » Tue Dec 06, 2011 8:24 pm

just gonna bump this one last time
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Lory Da Costa
 
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Post » Tue Dec 06, 2011 4:01 pm

Look at the same bridge object within Lamplight and see if it has another object making its collision (collisions can be toggled on and off with F4, they are the red boxes) Or you can just put a series of collision planes along the surface of the bridge and around the ropes, effectively adding your own collision to it.
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TRIsha FEnnesse
 
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Post » Wed Dec 07, 2011 5:10 am

Awesome Gunmaster, do you know if there's any tutorials around for creating collisions? I went to LL, copied what I thought was a piece, but its one giant collision of all of lamplights bridges which explains why it doesn't show up on a single piece. I only need to create it for 3 pieces so hopefully it won't be too complicated. Thanks in advance for any answers
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Amysaurusrex
 
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Post » Tue Dec 06, 2011 5:49 pm

Place a collision plane in the GECK. That would be the simplest solution.
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Skrapp Stephens
 
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Post » Wed Dec 07, 2011 4:56 am

http://geck.gamesas.com/index.php/Creating_Primitives explains how to make a primitive (which includes Triggers, Collision planes, and all the other things like that.)

To make a collision plane, box, or sphere, click the square, cube, or circle, resepectively, with the C in it on the toolbar. (Top rightish) Then click in the game somewhere (like on your bridge object) and drag (without holding down the mouse button) to set its width, click again and then release and drag to set its height, then click to make it. (this is for a plane. For a sphere and box its a little different, so just mess around until you get it.) Then you have your collision object. Its moved like a normal object. If you double click on it, then click the Primitive tab, you can change its size. Or you can unselect, then reselect it, and click the arrows (your curser will have a box around it) to change its size on the axis you are clicking. I hope this helps. :D Just place a bunch of planes around the bridge and nobody will be the wiser. :)

Dont use the LL collision as it will have extra collisions floating around it and that would be rather bad.
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Maya Maya
 
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Post » Tue Dec 06, 2011 6:26 pm

once again, thank you so much. I just make maps for my own enjoyment most of the time. I released a few for HL1 and CS1.6 back in the day and people actually loved them, but I normally just do it to my own liking. Ever since I was a kid I would build random forts around the house, and even built my own treefort.
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Doniesha World
 
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Post » Tue Dec 06, 2011 9:07 pm

once again, thank you so much. I just make maps for my own enjoyment most of the time. I released a few for HL1 and CS1.6 back in the day and people actually loved them, but I normally just do it to my own liking. Ever since I was a kid I would build random forts around the house, and even built my own treefort.

I know what you mean. I think I was meant to get into this kind of thing. Every since I was like 6 I have been making maps for games. I have made many campaigns for Age of Empires II: Age of Kings, JTF, CnC, Stronghold, CoH, and other games. Then I find this and learn about the whole 'level design' career and went, "No way!!!". :P
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Flutterby
 
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Post » Tue Dec 06, 2011 3:20 pm

Hmm, I got my first computer back in '82. I would write my own games and they were pretty fun!
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Anna Beattie
 
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Post » Wed Dec 07, 2011 12:50 am

Hmm, I got my first computer back in '82. I would write my own games and they were pretty fun!


http://oldcomputers.net/aquarius.html <--------------------
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Project
 
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Post » Tue Dec 06, 2011 8:15 pm

Close, but this was my first computer.
http://oldcomputers.net/ti994a.html
Full color and graphics games.

It was $200 on the military base. ;)
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Margarita Diaz
 
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Post » Wed Dec 07, 2011 2:54 am

Close, but this was my first computer.
http://oldcomputers.net/ti994a.html
Full color and graphics games.

It was $200 on the military base. ;)

Oh thats a cool looking computer. :D

What did you do in the military?
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djimi
 
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Post » Tue Dec 06, 2011 6:14 pm

Close, but this was my first computer.
http://oldcomputers.net/ti994a.html
Full color and graphics games.

It was $200 on the military base. ;)


I used that or a similar Texas Instruments computer at a neighbors house... !!!

I was programming it and I kept misspelling "input" ... I had an M in there .. confusing for a little kid as to why that wouldn't work.
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jesse villaneda
 
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Post » Tue Dec 06, 2011 9:13 pm

Military brat. They would not take me because I am 'defective'. :lmao:
The computer used a regular home cassette recorder to save my programs. Those were the days.
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Anthony Diaz
 
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Post » Tue Dec 06, 2011 5:38 pm

Military brat. They would not take me because I am 'defective'. :lmao:
The computer used a regular home cassette recorder to save my programs. Those were the days.


..... oh man I had forgotten about that [censored]. ... now you reminded me.
amazing that it worked at all, thinking back to it. a crummy cassette tape? damn. That's worse than a floppy disk. kinda.
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Rudi Carter
 
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Post » Tue Dec 06, 2011 7:21 pm

ah hellz yeah. http://oldcomputers.net/c64.html
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x a million...
 
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Post » Wed Dec 07, 2011 2:35 am

..... oh man I had forgotten about that [censored]. ... now you reminded me.
amazing that it worked at all, thinking back to it. a crummy cassette tape? damn. That's worse than a floppy disk. kinda.

Man, and I thought I was old. I look back at my stack of floppy's and laugh so hard.... but casset tapes? Wow!

Oh man, Ghogiel, that has 64kb of ram!?!?!? Wow, and to think in just 30 years we went up to like 6gb. (my current comp) Thats an increase of about 125000 times. So if we keep going at this rate, my brand new computer in in the 2040's will have 750tb of RAM. :D Thats enough to load like every game on earth into.
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james tait
 
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Post » Wed Dec 07, 2011 6:57 am

Man, and I thought I was old. I look back at my stack of floppy's and laugh so hard.... but casset tapes? Wow!

Oh man, Ghogiel, that has 64kb of ram!?!?!? Wow, and to think in just 30 years we went up to like 6gb. (my current comp) Thats an increase of about 125000 times. So if we keep going at this rate, my brand new computer in in the 2040's will have 750tb of RAM. :D Thats enough to load like every game on earth into.


That little Aquarius I linked earlier came with 4k of ram as I recall. You could get the plug-in expansion for it which would take it up to 16k. If you wrote a program that caused the machine to run out of memory (such as by being too large), the whole machine would crash when you ran it and you'd have to powercycle it.

You could stick those data cassette tapes into a regular tape player and play it, and you'd hear the data. You couldn't hear the individual beeps or anything but it was way slow as data goes. More recent data sounds static-like, and this did not. It reminded you of some weird feedback. You could kinda hear which sound was the 1 and which was the 0 although you could never transcribe any pattern out of it, it was too fast for that..
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Flutterby
 
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