I have a vague idea of how to link it all up by using triggers and quest stages (Seeing it happen would begin a 'main quest' for the mod I'm making) but am completely unsure how I would have a vertibird appear, fly over the rooftops and explode over a train station terminal. I'm guessing I'd use an animation if one like that exists in Fallout 3 (I know something similar exists in New Vegas for a late quest at the Dam).
My rough understanding would be:
Player enters trigger box, activating the animation object
After a time delay (Is this possible?) the quest is added
Pilot and Vertibird references in town are disabled
Wreckage enabled inside the station terminal
Various dialogue options for NPCs activated via dialogue 'quest' script
So really my questions are:
Does such an animation 'object' exist and if so how do they work?
Are time delays between script effects possible (Not a massive priority)
If such an animation object doesn't exist then is it possible to create one, if so - how? I'd imagine it's a fair bit more complex than just texturing.