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I'm making a trap mod.

General mod discussion and requests.
User avatar
Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

update:

Post by Puppettron » Fri Apr 18, 2014 12:27 am

update:


i've kinda backburnered this, as i was struck with desire and inspiration to work on the cannibal mod.  however, i'm testing both at the same time in my playthrough and fixing every problem i encounter as i do so.  i still need to make or conscript someone else to make a usable nif for grenade bouquets as misc items to be dropped.  and i've got a solid idea for making a prox trigger, so it's not like i've abandoned it.  just not working on it with my full fervor.


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.

User avatar
Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

so i can across an

Post by Puppettron » Tue Apr 22, 2014 7:53 pm

so i can across an interesting problem.


i've made most of the trap activators pickupable through the perk script, through add activate choice.  when it runs, it throws rSelf into a quest script as rPickup, and iType corresponding with the object type.  it works perfectly fine on everything, but i'm having problems with laser tripwire emitters.  essentially, the script looks like this on that section:


if type == 2

   set type to 0

   set rBeam to rPickup.getLinkedRef

   player.additem tripwirethingy

   rBeam.disable

   rBeam.markForDelete

   rpickup.disable

   rPickup.markForDelete


when i had "set type to 0" at the end, every few seconds i'd get another tripwirethingy in my inventory, yet rPickup was going away, so the script was running parts of that block but kinda just skipping parts and re-running.  i moved that, then i dumped a couple of printc "%n" in for rPickup and rBeam.  running it again a few times, the printc would return <no name> on both accounts, even though rPickup was clearly going away, indicating that at the moment rPickup.disable ran, rPickup was clearly referenced.


so what am i missing?


   


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.

A55K1KA
Posts: 120
Joined: Thu Apr 03, 2014 6:32 am

i came up with an idea,

Post by A55K1KA » Mon Apr 28, 2014 2:12 am



i came up with an idea, thought you might be interested in using it for this mod.


basically you would add some x markers in various cells where you would place the trap, and make script that will place the trap on those markers or some of them based on a number generated at random upon entering the cell for the first time.


This would mean a portion of the traps in the game are un predictable, so you dont actually know there would be one or not.


 


I figure a good trap for this would be the IMS trap (from COD Ghosts), since it has a slow re-fire time, you could set it off with a rock or a baseball (gives reason to collect clutter) and then run past it while it is resetting itself.


"A Bullet Will Always Lead To Mutual Understanding...
In That It's One Of The Few Things
That One Can Truly Wrap Their Head Around"
-A55K1KA

Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

The mod you are looking for

Post by Gribbleshnibit8 » Mon Apr 28, 2014 4:19 am

The mod you are looking for is called, oddly enough, Random Extra Traps, and exists for Fallout 3 and Fallout NV.



User avatar
Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

i've done a little work on

Post by Puppettron » Tue Apr 29, 2014 10:55 am

i've done a little work on this, but i couldn't tell you what it was other than adding dlc-specific triggers to the list of triggers you can pick up, so i'm uploading my current build now.


also, i didn't bother making the 7zip friendly, the esp is in there and the folder is the meshes folder, just drop that into your meshes folder in your data folder.


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.

User avatar
Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

ok, i've come to a decision.

Post by Puppettron » Thu May 22, 2014 3:18 am

ok, i've come to a decision.  since i seem to have hit a wall as far as making thing i want to add to the mod, i'm going to simply clean this up, make sure everything's working right as is, and publish it like this, so i can add to it later when i've got a better brain for this.


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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