Light beam purpose mystery

Post » Fri Jul 22, 2011 1:11 pm

In the Z-38 Lightwave Dynamics Research lab there is a light beam that when you walk into you lose control of your character for a few seconds. the animation is similar to the one when you get knocked out in the beginning of Dead Money. However the purpose of this is a mystery and if anyone knows to come forward.


This has really got under my skin so thanks in advance guys :foodndrink:
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Bonnie Clyde
 
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Post » Fri Jul 22, 2011 2:35 am

I was wondering that myself to be honest..... I did get one of those Halo things from it though.
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pinar
 
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Joined: Thu Apr 19, 2007 1:35 pm

Post » Fri Jul 22, 2011 1:57 am

it seems to advance time 12 hours (without negating hardcoe needs, fair warning)
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Astargoth Rockin' Design
 
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Post » Fri Jul 22, 2011 2:18 pm

I hit this thing as well today. Freaked me out. Is it possibly a glitch?
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Georgia Fullalove
 
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Post » Fri Jul 22, 2011 4:54 am

It's either a trap set by the Lobotomites or just what the beam is made out of makes you react to what ever it's giving off and makes you pass out. It was ment for stabilizing and holding the halo and must react to humans to cause them to pass out.

That's my logical guess. It couldn't be a glitch that's just... Dumb.
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Brad Johnson
 
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Post » Fri Jul 22, 2011 1:13 pm

My guess is that it has something to do with probing.
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yermom
 
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Post » Fri Jul 22, 2011 6:29 am

i managed to find the script behind the knockout effect (script below) looks like it just disables controls fades view and adds 12 hours to the world time.

Spoiler


scn NVDLC03HologramBeamTriggerSCRIPT


;When the player enters the beam in the hologram facility, it knocks the player out and sets the gamehour ahead
;JDJ 03/23/2011


Float fTimer; ;Timer for the knockout sequence
Int nCount; ;Counter fo knockout sequence


BEGIN OnTriggerEnter Player

If (nCount == 0)

DisablePlayerControls 1 1 1 1 1 1 1;
Set nCount to 1;

EndIf

END


BEGIN GameMode

If (nCount >= 1)

Set fTimer to fTimer + GetSecondsPassed;

If (nCount == 1)

Set nCount to 2;

EndIf

If (fTimer >=1) && (fTimer <= 4)
Player.AddScriptPackage NVDLC03PlayerKnockOutPackage;
EndIf

If (fTimer >= 5) && (nCount == 2)

ApplyImageSpaceModifier FadeToBlackISFX;
Set GameHour To GameHour + 12;
Set nCount to 3;

ElseIf (fTimer >= 6) && (nCount == 3)

ApplyImageSpaceModifier FadeInFromBlack2sISFX;
Player.RemoveScriptPackage NVDLC03PlayerKnockOutPackage;
EnablePlayerControls;
Set fTimer to 0;
Set nCount to 0;

EndIf
EndIf

END

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Marine Arrègle
 
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Joined: Sat Mar 24, 2007 5:19 am

Post » Fri Jul 22, 2011 12:22 pm

Its based on the power grid invisible wall surrounding the OWB.its the thing that teles you back lol]
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Christine
 
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Joined: Thu Dec 14, 2006 12:52 am

Post » Fri Jul 22, 2011 1:07 am

i managed to find the script behind the knockout effect (script below) looks like it just disables controls fades view and adds 12 hours to the world time.

Spoiler


scn NVDLC03HologramBeamTriggerSCRIPT


;When the player enters the beam in the hologram facility, it knocks the player out and sets the gamehour ahead
;JDJ 03/23/2011


Float fTimer; ;Timer for the knockout sequence
Int nCount; ;Counter fo knockout sequence


BEGIN OnTriggerEnter Player

If (nCount == 0)

DisablePlayerControls 1 1 1 1 1 1 1;
Set nCount to 1;

EndIf

END


BEGIN GameMode

If (nCount >= 1)

Set fTimer to fTimer + GetSecondsPassed;

If (nCount == 1)

Set nCount to 2;

EndIf

If (fTimer >=1) && (fTimer <= 4)
Player.AddScriptPackage NVDLC03PlayerKnockOutPackage;
EndIf

If (fTimer >= 5) && (nCount == 2)

ApplyImageSpaceModifier FadeToBlackISFX;
Set GameHour To GameHour + 12;
Set nCount to 3;

ElseIf (fTimer >= 6) && (nCount == 3)

ApplyImageSpaceModifier FadeInFromBlack2sISFX;
Player.RemoveScriptPackage NVDLC03PlayerKnockOutPackage;
EnablePlayerControls;
Set fTimer to 0;
Set nCount to 0;

EndIf
EndIf

END



i love scripts
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Caroline flitcroft
 
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