Trigger to Cause an Interior Cell to Change?

Post » Sat Jan 01, 2011 4:17 pm

Searching the forums, I could not find a revelant post.

In summary, I want to know if it is within the G.E.C.K.'s capabilites to have a trigger, or method, that would result in, say, an interior cell being changed to the creators specifications after the player causes the trigger and leaves the cell.

In other words, I want to be able to have a certain interior cell look different inside (i.e. layout, clutter, room passages, NPC's ...) after the player leaves at a certain point (in the quest line relevant, say).

For example, in quest Head of State, when the player kills the slavers at the Lincon Memorial, and the Temple of the Union followers make it to the place, and after a period of wait time, the layout of this exterior cell, and I believe the gift shop interior cell, has changed: tents are now erect, et cetera. Am I able to do this with an interior cell? What are my limits, if any?

It is not a current task of mine, but I need to know to continue forward with my current taks.

Thanks.
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Jaylene Brower
 
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Post » Sat Jan 01, 2011 6:35 am

You could do one of two things that I know of. One would be to make all the changes initially disabled. If you link them all to one parent then you can call enable on the parent and they will enable with it. For things you needed to disappear link them but set the enable state opposite of parent. All of that can be controlled with a script somewhere in the cell in an onload block.

An even easier way with less variables is to just create 2 different interior cells, and script the door to the cell to move the player inside the proper interior. An easy script example would be

short interior1Begin OnActivateif Interior1 == 0   set interior1 to 1   player.moveto interior1MarkerRef else   player.moveto interior2MarkerRefendifEnd


Edit: Another way I remembered is that you could create 2 interiors like I said above, then place 2 doors near the entrance, one overlapping the other. Set one door to the child of the first with enable state opposite of parent. Then you just disable the first door leading to the first interior which enables the overlapping door to the second cell. A trigger inside the first cell can set a quest variable like "doorused" to 1, then a trigger outside the exterior door could check if the variable is set to 1, and if so disable itself and the first door allowing access to the second interior. You could even use the function GameDaysPassed if you want some time between when the cells change.
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Lyndsey Bird
 
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Post » Sat Jan 01, 2011 5:52 am

You could do one of two things that I know of ...


Thank you very much for the detailed solution.

I will definitely inform you on the goings once I start attempting this, =D.
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Flutterby
 
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Post » Sat Jan 01, 2011 3:38 pm

You could do this.

You have 2 identical doors sitting in the same spot. One leads to the Early Version of the cell, and the other one leads to the Late Version of the cell. The 2 doors are set so that the Late Version door is enable-parented to the Early Version one, and, it is set to be the opposite of it. The Early Version one is enabled by default.

So then, when the game starts, Early Version door is enabled, and Late Version is automatically disabled due to the way it is reverse enable parented.

So then. When you are done with Early Version cell, you run a DISABLE script command against it (you need to give the door a REF name to be able to call it in a script). So then, that door disables, and the other one auto-enables. And all is good.

I think this is the usual-ish way of doing it.
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Nathan Hunter
 
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Post » Sat Jan 01, 2011 12:29 pm

This may be a little late, but I have a question that is similar to the original question.

I will give you an example of what im trying to do: Point Lookout, in the mission "The Local Flavour" sections of the calvert mansion are destroyed/ broken by the tribals, and the ceiling will fall in with a ton of rubble in other sections. I can kind of see how this can be done, its a change of the cell, dust and other particles cover up the item move and clears when its there, I want to know how to change the cell while the player is in it.


Also, this is not as important, but at one part, a tribal breaks a door open (and the door still works afterwords) and hits the ground, gets up, then fights again. How do I do this?



All help and answers are greatly appreciated :D
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Sanctum
 
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Post » Sat Jan 01, 2011 2:39 pm

Changing the cell while the player is in it, well, if you're wanting objects to appear out of nowhere, you could put them in the cell and mark them "initially disabled". That way, they are basically vanished in the beginning, Then, you run an enable command via script at the right time, and the object/s will appear. If that is what you mean you want.

As far as just what happens in Point Lookout with the door and the NPC falling down, etc. You'd probably want to find the script in the GECK which runs this scene, and see for yourself exactly what they did. I can throw out a few guesses based upon what I have seen, but I haven't looked real close at that spot. Since you saw exactly what you wanted there, the better bet is for you to look at that example itself.
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xx_Jess_xx
 
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