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SniperRifle with HUD element built into mesh

General mod discussion and requests.
A55K1KA
Posts: 120
Joined: Thu Apr 03, 2014 6:32 am

AI screen texture (not game

Post by A55K1KA » Tue Apr 22, 2014 9:22 pm

AI screen texture (not game ready, has layers).


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"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

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

current progress on the

Post by A55K1KA » Wed Apr 23, 2014 2:17 am

current progress on the script for the range finder feature.


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"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

I don't think you understood

Post by Gribbleshnibit8 » Wed Apr 23, 2014 2:58 am

I don't think you understood fully my explanation of lable/goto. That might be partly my fault, as it was rushed last night.


Label/goto is for use in making loops that need to process in a single frame. Things like ref walking, or if you want to process a list and make a decision based on it (or fill a list, etc etc). You do not need to use this. Fallout scripts run every frame. Every script (with the exception of quest scripts on quests with a delay higher than about .1). Because of this, unless you NEED to do something multiple times a frame before moving on, you do NOT need label/goto, or any other loop structure, because the game loops for you.



Label 10
if getequipped == 1
set defaultPickLength to GetNumericGameSetting IActivatePickLength
elseif GoTo Label 10
endif

This is wrong. Currently it wouldn't even compile, even if written correctly it would do nothing but cause the game to freeze if you tried to run it. Secondly, that will set the pick length every single frame. This needs to be set off in a different logic block that only gets updated when the weapon is equipped and unequipped.


Your label 20 block is the same thing, it will freeze the game.


The next section, with all the texture swaps it extremely inefficient. You're checking for if the weapon is equipped every single frame. This can make your script process more slowly, slowing down the game. Ideally you would have some kind of logic check on equipping the gun that gets the default activate distance and stores it away, and flags a variable that lets the rest of your code know the gun is equipped. 


 



if bWeaponEquipped == 1
if (IsControlPressed || IsOtherControlPressed)
if (distance > #) && (distance < #2)
; do a thing
elseif (distance > #3) && (distance < #4)
; do another thing
elseif ;etc etc
; etc etc etc
endif
endif
endif


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

Finally its done, atleast I

Post by A55K1KA » Wed Apr 23, 2014 6:33 am

Finally its done, atleast I think it is... I wont really know until I get the mesh ready and attempt to test it in-game.


Attached is the script in .txt format. included in it is a brief description of what the script actually does. I added that just incase someone wanted to re-use or attempt to improve on the end result and so I know exactly what it does if I ever come back to it for what ever reason.


 


Things left on my to do list for this mod...


1) Complete the mesh(es).


2) Find someone to help with the texturing, or , failing that do it myself and fail.. miserably. (kinda joking but not really).


3. Make a patch for PN so I can make use of the sensory perks/implants for the scoped version of the rifle.


4. Add the AI triggers, quest (for dialogue).


5. Find a voice actor to play the AI (note there will very likely be crude jokes in the dialogue).. I think we (myself and Atom, who is writing alot of the dialogue / jokes), are looking for a Voice actor with a Scottish Accent, but failing that I will take what I can get (I know Voice actors can be hard to come by, specifically if you limit your applicants).


 


the spoken lines are not final at this point, we are still throwing them around I think, but if you feel you might be interested in a Voice acting position for the mod, please feel free to post below and show your interest (try to include some information like a brief description of what your voice sounds like, or a sample if you have one.. things like gender, background and such will be helpful too). If you don't feel comfortable posting said information for all to see, you can also send me a private message with the information if you prefer. Finally if anyone has any questions about the Voice actor position, or the mod in general, feel free to ask.


Please note we wish to keep some of the information (for example some of the jokes and such) as quiet as possible until it becomes absolutely necessary to share it, be it with the voice actor or at the mods release. The reason for this is to avoid spoiling the mod for potential users. Thanks.


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"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

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

I will be putting this mod on

Post by A55K1KA » Tue Apr 29, 2014 11:34 pm

I will be putting this mod on the backburner for now, and might be removing portions at some point. specifically the talking AI part.. I am not even sure I would use a gun that talks, and well if I wont use it for myself, why make it?


Ill post if anything changes.


"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

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