Issue with disable/enableplayercontrols.

Post » Tue Mar 15, 2011 12:28 am

I have a portion where player controls are disabled, they are moved, and SOME are reenabled. (moving, and looking) The player runs through a short section, then upon entering a trigger, is teleported again, and all controls are to be re-enabled, restoring full control to the player. However, it all works great until the end. When the player is moved the second time, I can no longer move, look, or access anything. But, I still have my HUD. I can pause the game, and open console, but not move, open pipboy, or do anything like that. Entering EnablePlayerControls into console does nothing. If I type in TFC I cannot even access the UFO camera. Its almost like the game has frozen, only it hasn't... Like I said, I can pause and use console, just not move or look, and console commands are unresposive... What the heck is going on here? Any ideas?
User avatar
Bereket Fekadu
 
Posts: 3421
Joined: Thu Jul 12, 2007 10:41 pm

Post » Mon Mar 14, 2011 1:59 pm

Anyone? This is kinda really holding me back here... I am at a full stop until it is resolved. :/
User avatar
Samantha Wood
 
Posts: 3286
Joined: Sun Oct 15, 2006 5:03 am

Post » Mon Mar 14, 2011 9:33 pm

Try enabling full controls before the teleports.

Its my understanding that those commands are buggy when moving to different cells.

Also, remember a 'moveTo' on the player acts as a return and no statements are executed after the moveTo.
User avatar
Jessica Thomson
 
Posts: 3337
Joined: Fri Jul 21, 2006 5:10 am

Post » Tue Mar 15, 2011 3:56 am

:facepalm: Go me, being a pro an all... I forgot to advance the variable when moving the player back, so it was looping the moveto command, thus I could not move it seemed. I however did put the area your being teleported to in the same cell to avoid issues there, but I think I might put it in a separate cell, so I can have unique music and more easily set the mood of "having a crazy flashback". Also I had moveto rather early in each list of things, but it executed the things after it, so I am not sure as to what you meant there, unless it was luck it worked? I moved it to the end of each segment, just to be safe. Thanks for the help. :)

I have another slightly related question though. Is there a way to remove the sounds made when walking? As in the flashback, since I have power armor on, I hear the loud clang with each step, and its kind of a negative effect on what I am trying to do, can something be done about this?
User avatar
Joey Avelar
 
Posts: 3370
Joined: Sat Aug 11, 2007 11:11 am

Post » Mon Mar 14, 2011 10:09 pm

Not sure if there is a script way.

The only thing I can think of now is to change the material of the floor your walking on to something like dirt or sand. It would be much quieter. But you would have to edit the floor mesh using something like nifskope and change the floor material types in the NIF files.
User avatar
Stryke Force
 
Posts: 3393
Joined: Fri Oct 05, 2007 6:20 am

Post » Mon Mar 14, 2011 6:18 pm

Crap, I do not want to add all those nifs simply for 'quieter' claning sounds. -_- Especially since its only an issue with certain loud clothing. Could I perhaps place a collision plane like 2 units above the ground so they are walking on that? Would that make any sound, or be silent?
User avatar
victoria gillis
 
Posts: 3329
Joined: Wed Jan 10, 2007 7:50 pm

Post » Mon Mar 14, 2011 10:06 pm

I would guess it would be silent. But testing is your best way to find out.
User avatar
Kelly Tomlinson
 
Posts: 3503
Joined: Sat Jul 08, 2006 11:57 pm

Post » Mon Mar 14, 2011 2:17 pm

Alright I guess I'll give it a go.
User avatar
Kim Bradley
 
Posts: 3427
Joined: Sat Aug 18, 2007 6:00 am

Post » Mon Mar 14, 2011 5:14 pm

I have another slightly related question though. Is there a way to remove the sounds made when walking? As in the flashback, since I have power armor on, I hear the loud clang with each step, and its kind of a negative effect on what I am trying to do, can something be done about this?


That would be nice, if you could silence the player's footsteps without messing with the player's armor, for example if you were creating a dreamlike or hallucination scene (point lookout anyone?). hehe.

I presume you could force the player into a piece of armor which has special, silenced footstep sounds? But that's not going to be right for all applications.
User avatar
neil slattery
 
Posts: 3358
Joined: Wed May 16, 2007 4:57 am

Post » Tue Mar 15, 2011 4:21 am

But I don't want to change their armor due to the fact that I then could not change it back. So it wouldnt make sense if they have a flashback then after are suddenly naked or something...
User avatar
Lauren Graves
 
Posts: 3343
Joined: Fri Aug 04, 2006 6:03 pm

Post » Mon Mar 14, 2011 8:03 pm

Actually, it would be funny if they were suddenly without clothing... What a dream that was! :lmao:
User avatar
Avril Churchill
 
Posts: 3455
Joined: Wed Aug 09, 2006 10:00 am

Post » Mon Mar 14, 2011 11:02 pm

Ha, dispite how funny that would be, funny is not the mood I am going for with my mod :P I also tried placing a collision plane about 10 units above ground to ensure I was stepping on IT and not the ground, and my feet still made noise. It did not make the thud of foot to ground, but it made the clang of... foot... Any other way I could do this, or should I just ignore it?
User avatar
Robert Devlin
 
Posts: 3521
Joined: Mon Jul 23, 2007 2:19 pm


Return to Fallout 3