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I'm making a trap mod.

General mod discussion and requests.
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Puppettron
Gary
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oh, and i found an object to

Post by Puppettron » Tue Feb 11, 2014 5:48 am

oh, and i found an object to use, TV.  the explosive crates will work wonderfully.  now i just have to figure out how to do the tricky bits you'd mentioned with it


update.  shotgun fired.  no CTD.  i feel great, but stupid at the same time, since it was something i should've noticed earlier this week


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TrickyVein
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This may not be exactly what

Post by TrickyVein » Tue Feb 11, 2014 2:37 pm

This may not be exactly what you want to do, Puppettron but I hope it gives you the right idea:


[collapsed title=Looking at the explosives crate][/collapsed]


[collapsed title=and now the pressure plate (obscured in this image by the editor marker)][/collapsed]


[collapsed title=we can see how to steal the havok collision from one and give it to the other.][/collapsed]


 



Gribbleshnibit8
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Awesome that you got it to

Post by Gribbleshnibit8 » Tue Feb 11, 2014 4:33 pm

Awesome that you got it to fire. Don't feel bad about missing something stupid, I do that all the time. Then you say "I'll remember that!" and then do it again later.
Next you can work on linked traps to traps, which should be easier. Also I suggest bear traps and all other traps! Maybe not engine blocks and I-beams? Idk. Trip wires are going to be a bit more tricky, we'll have to come up with something for their placement.

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Puppettron
Gary
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yeah, i'm thinking of running

Post by Puppettron » Tue Feb 11, 2014 7:17 pm

yeah, i'm thinking of running a playable perk for multitrap chains, then using the isspelltarget method for rank detection and running the link script from trap to trap.  although i'd rather do it from trigger to trap for each of them, but i've got some new sorts of testing to do and now some things to learn for nifskope


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Puppettron
Gary
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http://youtu.be/nEzvE7BYc20

Post by Puppettron » Wed Feb 12, 2014 10:46 am

it's beautiful!

http://youtu.be/nEzvE7BYc20


unfortunately, i've realized that my entire script set there is optimized to do that and only that.  i have to sort out a way to set up multiple trap triggers + chains at some point


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Puppettron
Gary
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i did the nifskope changes

Post by Puppettron » Wed Feb 12, 2014 11:08 am

i did the nifskope changes gribb suggested and nothing happened.  and then i noticed there's sections for mass and inertia, so i copied those over from a bottle -- the first clutter i found -- and now it works, although it pretends it's a bottle when sitting on the ground.  but that's good enough to test and i can alter it later for better physics by copying something more like a giant metal box.


i'm currently trying to get my trap linkage script to properly notice traps, if i can't get my next idea to work, i'll post the esp and ask for some help there.


edit:  yup, didn't work.  forgot to put a readme in it, so here's the basics:



the game gives you a hidden perk that adds an activate choice to pressure plates, which adds a misc item pressure plate to your inventory and deletes the one you activated.  the misc press plate has an activate script - which can be done after dropping - that either adds one to your inventory and deletes it or replaces it with APPressPlate activator.  the AP plate has an activate script that is supposed to allow you to link it to a trap item, the only trap item i have is the rigged shotgun atm.  the rigged shotguns can be made at a workbench with a scrap metal.  when they're on the ground, you can activate them to pick them up, swap in the AP version of the activator, or leave it alone.  the shotgun activator currently runs the normal script on activate to fire itself, or if you're the player activating it, brings up a msg menu asking you if you want to set it to link, pick it up, or leave it.  setting it to link simply runs a line that adds itself to the formlist trapsobjectlist.  so the order of operations is drop a plate, swap it for activator, drop a shotgun rig, swap it for activator, activate shotgun, activate plate and then the shotgun again.  in theory this should work just fine.  in practice, the plate's script isn't recognizing the shotgun rig as being in the list trapsobjectlist.



also, i added a workbench to the cell TestTraps, since that's where i'm doing all my testing.


edit:  added current build to OP

re-edit:  didn't scroll up far enough and thought this was the OP

 


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Puppettron
Gary
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currently, i have a limiter

Post by Puppettron » Thu Feb 13, 2014 1:39 am

currently, i have a limiter set on the traps, defined by a quest var and referenced in the shotguns, that stops attempted links after 4 have been linked.  the problem there is that if i start building a new chain, the shotguns will be checking that variable that wasn't reset.  if i put a reset into the activation of the plate, then i can start a new chain, but it would also allow someone to add onto the previous chain, which would defeat the purpose of the limiter and maybe cause problems when an activation chain goes too far (using the reset method on the plate, then given time i could link an entire cell's worth of stuff to that single trigger, which i imagine would be like trying to run Crysis on full graphics).


so i'm under the assumption that either i have to make the traps only triggerable once and therefore lock them into a chain or i need to find a different method for tracking chains.  i suppose i could use a b short to act as a switch on the linking code so if you hit max it'll shut that off.


thoughts?


current method is there's a short called links stored in the quest script.  the shotgun sets a short to that value on activation, then uses links < 4 as a conditional to run the linkage script to the next object.  when one gets linked, it sets quest.sLinks to quest.sLinks + 1.  here's a pastebin if you're interested at looking at it, but not interested enough to get the esp down to look at it.



http://pastebin.com/7TwpcwYj


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Puppettron
Gary
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updates:  i have a single

Post by Puppettron » Sun Feb 16, 2014 12:46 am

updates:  i have a single script running across all the traps now, which works wonderfully.  all i have to do is change some of the details when i create a new trapgun and bam, it's good.


i've got my pressure plates set up properly so that everything works on them without any repetition from player's perspective.


order of operations is standardized, so you click your trigger, link up to 5 traps by activating them, then activate the trigger again to finalize.  if you need to, you can unlink a weapon at the weapon, or reset all your links from the trigger.  the gun traps "use" ammo now (they actually just run some counters that you can refresh by activating them which removes the right kind of ammo).


oh, and combat shotgun traps, if you hadn't seen the video.  they also have fire selectors on them, to set them to burst and full auto.  i'm working on a laser rcw trap now, just need to figure out how to change the combat shotgun to a laser rcw and it'll be beautiful.


here's the master script:  http://pastebin.com/Rp4qTkf7

here's a crappy video of combat shotguns firing:  http://youtu.be/ltMlA9W9pOY


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Puppettron
Gary
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laser rcw, assault carbine,

Post by Puppettron » Mon Feb 17, 2014 4:54 pm

laser rcw, assault carbine, and flamer traps made and fully functional.


f'n tripwires though.  i've got a tripwire misc object with a giant box collision object (i used the dynamite box and changed the size of the box) that i can move around.  and it's scripted to do a placeatme traptripwire01 on activation.  but the tripwire always comes in parallel to my fov, and therefore broken the second it appears because i'm right in the gd middle of it.  i have no idea on how to fix that.


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Puppettron
Gary
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updates on tripwire:

Post by Puppettron » Thu Feb 20, 2014 5:20 am

updates on tripwire:


swapped object for tripwire placement to a tiny cable spool for the moment.  rotated tripwire01 nif 90*, nothing.  raised tripwire01 nif 1.5 units, nothing.  


activated spool from a few inches off the ground while z-grasped, tripwire01 comes in perpendicular to me and an inch or two off the ground.  question to be answered then:  would a taller object change the tripwire01 location on the placeatmecommand?


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

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