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

Post » Sun Aug 29, 2010 10:19 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
User avatar
Katy Hogben
 
Posts: 3457
Joined: Mon Oct 30, 2006 12:20 am

Post » Mon Aug 30, 2010 2:52 am

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.
User avatar
ShOrty
 
Posts: 3392
Joined: Sun Jul 02, 2006 8:15 pm

Post » Mon Aug 30, 2010 1:00 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.
User avatar
Stephani Silva
 
Posts: 3372
Joined: Wed Jan 17, 2007 10:11 pm

Post » Mon Aug 30, 2010 9:32 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!
User avatar
(G-yen)
 
Posts: 3385
Joined: Thu Oct 11, 2007 11:10 pm

Post » Mon Aug 30, 2010 2:43 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.
User avatar
Gisela Amaya
 
Posts: 3424
Joined: Tue Oct 23, 2007 4:29 pm

Post » Mon Aug 30, 2010 9:16 am

Pretty much straight from Oblivion vanilla. ;)
User avatar
Jonathan Montero
 
Posts: 3487
Joined: Tue Aug 14, 2007 3:22 am

Post » Sun Aug 29, 2010 11:00 pm

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.
User avatar
CRuzIta LUVz grlz
 
Posts: 3388
Joined: Fri Aug 24, 2007 11:44 am

Post » Mon Aug 30, 2010 2:36 pm

Awesome help so far, but no luck on the Lamplight static objects yet?
User avatar
Andrew
 
Posts: 3521
Joined: Tue May 08, 2007 1:44 am

Post » Mon Aug 30, 2010 11:48 am

just gonna bump this one last time
User avatar
Rachell Katherine
 
Posts: 3380
Joined: Wed Oct 11, 2006 5:21 pm

Post » Mon Aug 30, 2010 4:42 am

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.
User avatar
Nikki Lawrence
 
Posts: 3317
Joined: Sat Jul 01, 2006 2:27 am

Post » Mon Aug 30, 2010 3:39 pm

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
User avatar
Philip Rua
 
Posts: 3348
Joined: Sun May 06, 2007 11:53 am

Post » Mon Aug 30, 2010 8:43 am

Place a collision plane in the GECK. That would be the simplest solution.
User avatar
Rude Gurl
 
Posts: 3425
Joined: Wed Aug 08, 2007 9:17 am

Post » Mon Aug 30, 2010 6:21 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.
User avatar
Steve Smith
 
Posts: 3540
Joined: Sat Jun 30, 2007 10:47 am

Post » Mon Aug 30, 2010 5:52 am

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.
User avatar
Elizabeth Davis
 
Posts: 3406
Joined: Sat Aug 18, 2007 10:30 am

Post » Mon Aug 30, 2010 1:02 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
User avatar
Eire Charlotta
 
Posts: 3394
Joined: Thu Nov 09, 2006 6:00 pm

Post » Mon Aug 30, 2010 8:31 am

Hmm, I got my first computer back in '82. I would write my own games and they were pretty fun!
User avatar
Greg Cavaliere
 
Posts: 3514
Joined: Thu Nov 01, 2007 6:31 am

Post » Mon Aug 30, 2010 2:45 pm

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 <--------------------
User avatar
XPidgex Jefferson
 
Posts: 3398
Joined: Fri Sep 08, 2006 4:39 pm

Post » Mon Aug 30, 2010 12:26 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. ;)
User avatar
Angelina Mayo
 
Posts: 3427
Joined: Wed Jan 24, 2007 4:58 am

Post » Mon Aug 30, 2010 7:21 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?
User avatar
Alexxxxxx
 
Posts: 3417
Joined: Mon Jul 31, 2006 10:55 am

Post » Mon Aug 30, 2010 1:35 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.
User avatar
priscillaaa
 
Posts: 3309
Joined: Sat Dec 30, 2006 8:22 pm

Post » Mon Aug 30, 2010 3:30 am

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.
User avatar
Lawrence Armijo
 
Posts: 3446
Joined: Thu Sep 27, 2007 7:12 pm

Post » Mon Aug 30, 2010 7:49 am

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.
User avatar
Sara Johanna Scenariste
 
Posts: 3381
Joined: Tue Mar 13, 2007 8:24 pm

Post » Mon Aug 30, 2010 3:36 pm

ah hellz yeah. http://oldcomputers.net/c64.html
User avatar
RaeAnne
 
Posts: 3427
Joined: Sat Jun 24, 2006 6:40 pm

Post » Mon Aug 30, 2010 7:36 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.
User avatar
Silencio
 
Posts: 3442
Joined: Sun Mar 18, 2007 11:30 pm

Post » Mon Aug 30, 2010 6:12 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..
User avatar
Ludivine Dupuy
 
Posts: 3418
Joined: Tue Mar 27, 2007 6:51 pm

Next

Return to Fallout 3