I need help with this MOD- Road Wanderer:

Post » Wed Nov 10, 2010 5:57 am

Hey there, I'm not experienced with the GECK, and there's a description of the mod and the objectives of it here:

http://www.gamesas.com/index.php?/topic/1139176-rideable-motorcycle-alternative-travel-system-concept/

While Andyw did help considerably, I've hit a literal roadblock in production. I really think this mod would be gamechanging in either Fallout 3 OR New Vegas, and I thought people might like to help me implement it.
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ANaIs GRelot
 
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Post » Wed Nov 10, 2010 12:13 pm

Hey there, I'm not experienced with the GECK, and there's a description of the mod and the objectives of it here:

http://www.gamesas.com/index.php?/topic/1139176-rideable-motorcycle-alternative-travel-system-concept/

While Andyw did help considerably, I've hit a literal roadblock in production. I really think this mod would be gamechanging in either Fallout 3 OR New Vegas, and I thought people might like to help me implement it.

Maybe a few details about exactly what the roadblock is? It's a bit hard to help without knowing what you're stuck on :).

Unless... have you tried turning it off and on again :D?
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sharon
 
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Post » Wed Nov 10, 2010 3:13 am

Maybe a few details about exactly what the roadblock is? It's a bit hard to help without knowing what you're stuck on :).

Unless... have you tried turning it off and on again :D?


Well, it's scripting so that after I mount the vehicle, i can control it via key commands, and what scripts would be necessary to to that.
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Ilona Neumann
 
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Post » Wed Nov 10, 2010 9:40 am

Well, it's scripting so that after I mount the vehicle, i can control it via key commands, and what scripts would be necessary to to that.

Whoo! Well, that covers at awful lot of ground :)!

Ok, first you need to decide on the basic mechanism for your vehicle, namely - creature, object or armour?

The advantage off doing it as a creature (http://www.fallout3nexus.com/downloads/file.php?id=3330) is it's much more reliable and needs far less scripting. The disadvantage is that you need to be able to create a custom creature with all the right animations. If you are confident you can do that, I'd suggest you try it - however I have no idea how to even start or how hard it is. http://www.fallout3nexus.com/downloads/file.php?id=6306 might give you an idea.

The advantage, on the other hand, of doing the vehicle as an object (see my hoverchair mod) is that you only need a simple model and you can (in theory) have much more precise control over its behaviour. The disadvantage is that it needs an absolute ton of scripting and is inherently less reliable.

Probably the simplest solution is to do it as an armour piece (see http://www.fallout3nexus.com/downloads/file.php?id=6005, I think...) That way the player is just running in the usual way. The movement probably won't seem very realistic, though.

If you've decided on how you're going to do it, it'll be easier to help :).
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Quick Draw
 
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Post » Wed Nov 10, 2010 3:58 am

Whoo! Well, that covers at awful lot of ground :)!

Ok, first you need to decide on the basic mechanism for your vehicle, namely - creature, object or armour?

The advantage off doing it as a creature (http://www.fallout3nexus.com/downloads/file.php?id=3330) is it's much more reliable and needs far less scripting. The disadvantage is that you need to be able to create a custom creature with all the right animations. If you are confident you can do that, I'd suggest you try it - however I have no idea how to even start or how hard it is. http://www.fallout3nexus.com/downloads/file.php?id=6306 might give you an idea.

The advantage, on the other hand, of doing the vehicle as an object (see my hoverchair mod) is that you only need a simple model and you can (in theory) have much more precise control over its behaviour. The disadvantage is that it needs an absolute ton of scripting and is inherently less reliable.

Probably the simplest solution is to do it as an armour piece (see http://www.fallout3nexus.com/downloads/file.php?id=6005, I think...) That way the player is just running in the usual way. The movement probably won't seem very realistic, though.

If you've decided on how you're going to do it, it'll be easier to help :).


The Armor piece is too simplistic, I think. Creatures are ok, but How exactly did you do your scripting as an object?
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Juan Suarez
 
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Post » Wed Nov 10, 2010 4:53 pm

The Armor piece is too simplistic, I think. Creatures are ok, but How exactly did you do your scripting as an object?

Well, the object needs to be placed in the gameworld using the PlaceAtMe script command. That isn't ideal, as it'll never be cleaned up by the game if it's disabled. Even using the MarkForDelete command may not do that. However, so long as you don't repeatedly recreate the object hundreds or millions of times (like every frame) it won't be a real problem. If the object is Havok physics enabled, and ideally an activator, then you might be able to skip the PlaceAtMe step, and just use an object placed in the gameworld using GECK, but you'd probably have to hit the object (or shoot it) to turn on it's physics calculations. I believe the http://www.fallout3nexus.com/downloads/file.php?id=12895 mod uses one scripted object to shoot the jetpack and 'wake it up' :).

Once the object is properly placed/woken you can move it around using the SetPos and SetAngle commands. You can get its initial co-ordinates with GetPos, although if it has a CollisionObject in its .nif file then that must be attached to the root node - that way, if the object falls GetPos will return the new position correctly.

I use FOSE (Fallout script extender) to check for keypresses using its GetKeyPress command, and that lets me update the script variables holding the hoverchair's position and rotation.

Note that SetPos will move the object around, but the object will clip through absolutely everything, so you need a way to detect obstacles. The http://www.newvegasnexus.com/downloads/file.php?id=37083 mod for New Vegas shoots invisible lasers at invisible teddy bears (seriously!). The teddy bears have a script with an OnHit block - if the block doesn't run, there was something in the way. The hoverchair uses a plank of wood held in front of the chair using SetPos. Crucially, it only uses SetAngle Z to rotate the board, and repeatedly uses GetAngle X and GetAngle Y to see if the board rotated as it touches something.

The object will also clip straight through the ground, so you need to detect the ground level. Creatures (NPCs, robots, animals) never drop far below true ground level, even if they're moved using SetPos, so if you strip an animal of all AI then you can keep it below the object using SetPos X and SetPos Y and read back it's height using GetPos Z.

Hope this helps :)!
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Killer McCracken
 
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