I need to make static weapons that are activators...

Post » Tue Oct 05, 2010 10:27 am

I have a section where you pick some weapons. So I made an activate with the model of some guns, and put scripts on them to dictate various choosing menu's when you pick them. But they are all havok'd and the player can throw them around the room with Z at will. This is a problem as they are 'attached' to wall mounts. Is there any way I can make them non-havok activators without changing the meshes at all? If not should I just place switches next to them, make them statics, and have the corresponding switch pick the weapon?
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Emily Martell
 
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Post » Mon Oct 04, 2010 6:42 pm

Should be, you just need to find the model NIF for the guns that you want to make into an activator. Then take any normal Static object activator and simply swap-out the model, and you should be good to go. :)

Miax
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Donatus Uwasomba
 
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Post » Tue Oct 05, 2010 8:44 am

Really? Its that simple? It would just inherit the static..ness from the other activator? Thats awsome. I'll try after school and let you know if it works! (Seeing as I made the current activators from scratch)
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Trent Theriot
 
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Post » Tue Oct 05, 2010 4:07 am

Really? Its that simple? It would just inherit the static..ness from the other activator? Thats awsome. I'll try after school and let you know if it works! (Seeing as I made the current activators from scratch)


If you're changing the ID of an existing static it will indeed inherit all properties.

Also, static weapons are already in game: The tesla cannon! [/joke]
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Bereket Fekadu
 
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Post » Tue Oct 05, 2010 7:25 am

Well that did not work. I think what makes it static or havok also has to do with its NIF data somewhere. But I will just make static non-activators of the weapons, then have you pick from a terminal and it disables the static on the wall.
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Maria Garcia
 
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Post » Tue Oct 05, 2010 3:31 am

You 'can' make static versions of the weapon and set them as activators. But you will have to edit the gun mesh to do so (make a copy of the actual NIF file). If that intrests you, I can give you the Nifskope steps to take. Its very easy.
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Rachel Tyson
 
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Post » Tue Oct 05, 2010 2:19 am

Nah, I am trying to cut down on the amount of files my mod adds. I will just have statics and you pick from a terminal, it will work just as well. But thanks anyway. :)

Edit: Actually, I have changed what I'm doing here. The player is now picking from a few minor options, but always gets the same gun, so none of this is necissary anyways. Thanks everyone for offering your help!
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sally coker
 
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Post » Tue Oct 05, 2010 5:23 am

You should use the first-person models as the basis for your activators. The first-person models are statics without Havok data.
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Sarah Knight
 
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Post » Tue Oct 05, 2010 5:57 am

You should use the first-person models as the basis for your activators. The first-person models are statics without Havok data.

That is not correct. The static model is the same as the gun model.
In Fallout, the game engine automatically makes 'static' objects not move.

And you cannot attach an 'OnActivate' script to a static. Making it an activator brings back havoc to the object. You would have to edit the NIF to make it static when making activators with script on them.
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N3T4
 
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