Playerinironsites

Post » Tue Feb 15, 2011 3:08 am

Has anyone had any success with the 'Playerinironsites' topic? It seems to add reactions to the player waving his gun around. However, although there are plenty of dialogue for it, I am not actually sure whether it is happening in game.
I am hoping to add some very hostile reactions to the players carelessness via this topic, but if it doesn't work, or was never implemented, maybe I shouldn't bother. Anyone's knowledge or experience with this topic would be appreciated.
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Kit Marsden
 
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Post » Mon Feb 14, 2011 9:28 pm

I have seen the ironsites category too, never tried to do anything with it tho.

I think its design is to do exactly what you're talking about - like if you aim a weapon at an NPC like you are going to shoot him. But like you, I don't know if it really works.

The player in fallout tends to have his weapon out a lot. The game has a lot of combat. For that reason I totally understand why they didn't implement that in vanilla game. But if making a mod to do this works for someone's style in the game, feel fre ya no.
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Roberta Obrien
 
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Post » Mon Feb 14, 2011 9:34 pm

I cannot remember having ever heard these responses in the game and I've played for over 1000 hours. You can walk around, for instance, in the RC Marketplace, with your gun drawn and talk to all the traders and they won't say a word to you about that, although if your character happens to glance at a locked container for a little too long they are sure to say the not as useful ,and very annoying, "Yes, I see you eyeing that, and yes, it's locked." or whatever it is they say exactly. I also noticed the topic you mentioned when I was doing my mod and there is another one for Melee weapons. I'm thinking of using the Melee one in the mod I've just started if I can get it to work, but I haven't tried anything with it yet. I heartily support your inclusion of the topic if you can get it working. It is very immersion breaking IMO that the NPCs have nothing to say when your character is pointing a gun right in their face but they love to nag about your character picking up shopping carts or whatever, knocking over pieces of junk or looking at locked containers :rolleyes:
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sw1ss
 
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Post » Tue Feb 15, 2011 5:05 am

After setting up some custom Playerinironsites dialogues, and went and tested if they worked. They didn't seem to. However, one time on of my custom dialogues appeared, and I still cannot figure out what I did differently to make it work. So something is there, and working, albeit only slightly.
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Romy Welsch
 
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Post » Mon Feb 14, 2011 8:32 pm

After setting up some custom Playerinironsites dialogues, and went and tested if they worked. They didn't seem to. However, one time on of my custom dialogues appeared, and I still cannot figure out what I did differently to make it work. So something is there, and working, albeit only slightly.


Hmm...could be a lot of reasons why only one of them would be working and the others didn't. If you want help figuring it out you could share some more specifics. Are they all set up exactly the same way, are they all in the same quest, etc.
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Captian Caveman
 
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Post » Tue Feb 15, 2011 6:48 am

I continued to experiment and got some better results. It appears that the PlayerinIronsites does work. However, it only appears to work, and then infrequently, when the NPC has an Aggro Radius. If Aggro Radius is not checked, they do not react to having a gun waved in their face at all.
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LADONA
 
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Post » Mon Feb 14, 2011 7:49 pm

I continued to experiment and got some better results. It appears that the PlayerinIronsites does work. However, it only appears to work, and then infrequently, when the NPC has an Aggro Radius. If Aggro Radius is not checked, they do not react to having a gun waved in their face at all.


That sounds...interesting. Did you try working with it any more?
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Red Bevinz
 
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Post » Mon Feb 14, 2011 10:29 pm

No, no need. That is pretty much the deal. It works when Aggro Radius is turned on. It works perfectly. However, the frequency at which NPC's react to guns aimed at them is fairly slow. And there doesn't appear to be any means to adjust this frequency. So as it stands, I can have my gun trained right on someone's face for 15 seconds before they make a comment. Not quite what I was looking for, but it is something.

I've rigged evil NPCs in my town to react with a comment and then attack the player if he waves his gun about carelessly.
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Jacob Phillips
 
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Post » Tue Feb 15, 2011 8:00 am

No, no need. That is pretty much the deal. It works when Aggro Radius is turned on. It works perfectly. However, the frequency at which NPC's react to guns aimed at them is fairly slow. And there doesn't appear to be any means to adjust this frequency. So as it stands, I can have my gun trained right on someone's face for 15 seconds before they make a comment. Not quite what I was looking for, but it is something.

I've rigged evil NPCs in my town to react with a comment and then attack the player if he waves his gun about carelessly.


Again, I guess I'll say interesting. I agree that it wouldn't be what I was looking for either Your implementation sounds like a good one though. Your mod looks like it will be pretty amazing btw. I look forward to being able to go and aggro those evil NPCs by waving my gun around at them :)
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Steven Hardman
 
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Post » Tue Feb 15, 2011 9:18 am

A little more information, though sadly, not good information. It seems that only the Result Script (Begin) block runs, and not the Result Script (End), which means you can either have NPCs attack the player for waving around his gun, or swear at him, but not both at the same time. (Because a StartCombat Player call in the Begin block will preclude any chance to accost the player by the NPC) My solution to this further complication will be to mix up straight attacks with warning comments.

Thanks for the positive comment too. Your mod also looks awesome, and has already been tagged to add to my second play though.
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Roy Harris
 
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Post » Mon Feb 14, 2011 7:35 pm

A little more information, though sadly, not good information. It seems that only the Result Script (Begin) block runs, and not the Result Script (End), which means you can either have NPCs attack the player for waving around his gun, or swear at him, but not both at the same time. My solution to this further complication will be to mix up straight attacks with warning comments.


Thanks! That level of detail is really useful to know. I think that might turn out to be interesting with your NPCs actually. Not so boringly the same with each one.

Thanks for the positive comment too. Your mod also looks awesome, and has already been tagged to add to my second play though.


Gosh, thanks. :blush:
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Maya Maya
 
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Post » Tue Feb 15, 2011 1:47 am

Another little tidbit of information regarding this topic.

Playerinironsites will only work with factions that are neutral to the player faction. Friendly or Ally factions will give no reaction, no matter what. Enemy factions, well, will just be shooting at each other anyway.
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MR.BIGG
 
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Post » Tue Feb 15, 2011 4:25 am

Strange. I've a mod I've been working on for a while and recently was testing out its third incarnation. It didn't seem to be working as intended, but as I was aiming it a nearby Megaton resident complained to me about what I was doing. It was accidental, He just happened to be standing in front of me.
I only occasionally hear comments regarding that and it's usually by accident so I don't think anything of it assuming it just happens all the time :shrug:
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Stryke Force
 
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Post » Tue Feb 15, 2011 5:03 am

Strange. I've a mod I've been working on for a while and recently was testing out its third incarnation. It didn't seem to be working as intended, but as I was aiming it a nearby Megaton resident complained to me about what I was doing. It was accidental, He just happened to be standing in front of me.
I only occasionally hear comments regarding that and it's usually by accident so I don't think anything of it assuming it just happens all the time :shrug:


hm I have a FOOK2 beta savegame here and I don't get a response out of megaton residents when I do it.
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Lucie H
 
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Post » Mon Feb 14, 2011 8:55 pm

There may be a point where a faction relation is indeterminate. When testing, if I hadn't specifically set my faction relation, the playerinironsites would work, until any adjustment in faction 'feeling' (is that the term?) was made. Then the NPCs would turn green, which seemed to indicate that a default 'friendly' relation was established. Which is weird, as I would have thought neutral would be the default.
In anycase I get reactions fairly reliably now. I have given all my NPCs Aggro Radii and set there faction relation neutral to the player (well, that all depends on which faction within the town, and the players karma when entering). NPC's stay red (but do not attack the player) and will make comments or alternately attack the player when guns are waved in their face.

@MystykStar - that is strange..was the resident red on your radar? I assume not. Perhaps it works for NPCs without an Aggro Radius, but at a much lower frequency? However, in all my testing I was not able to get a reaction in such a case, neither with my own NPCs nor Vanilla ones that I knew had dialogue for the topic.
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James Hate
 
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