harIII Posted December 4, 2008 Share Posted December 4, 2008 In my latest mod, the New Korriban Tomb, there will a preticular module that will a variety of tests. I have an idea for one of these tests though, I have no idea on how to accomplish this. The test will be in the Elder Settlement. At the very beginning I have a Pillar in the center of the area which will be part of another test but what I want to happen is that if you step in a specified area near the pillar it will remove the force shields blocking your path to get to the end. You will have to enter solo mod to do this. You'll leave one of your companions at the pillar and then move towards the opposite end and pass the doors. Then there will be an option to remove them from the area you're in, thus allowing your companion to rejoin you. How would I go about doing this? Also if anybody has any other ideas for tests in the Elder Settlement, I'm open to ideas. Link to comment Share on other sites More sharing options...
Darth Payne Posted December 4, 2008 Share Posted December 4, 2008 For another test, i'd go with having to correctly answer some questions. If you answer wrong, even once, you get attacked. Link to comment Share on other sites More sharing options...
harIII Posted December 5, 2008 Author Share Posted December 5, 2008 Yep, that is exactly the first test. You answer three questions. If you miss the first question, you have to fight one enemy, 2nd question, 2 enemies, and the 3rd question, 3 enemies. Link to comment Share on other sites More sharing options...
Darth Payne Posted December 5, 2008 Share Posted December 5, 2008 What about the Korriban Pillar test? Maybe you could alter that in some way so that its not identicall? Link to comment Share on other sites More sharing options...
harIII Posted December 8, 2008 Author Share Posted December 8, 2008 I like it, I'll have to figure out something new though. Link to comment Share on other sites More sharing options...
RedHawke Posted December 9, 2008 Share Posted December 9, 2008 Posting a general warning here for all, if you notice your posts disappearing repeating said posts and posting again in a thread is not a bright thing to do and after this point will get you a full 5-point infraction for blatant spam as that is what your generally unhelpful posts are doing here. If you intend to really 'help' someone then post more than one line and be as in-depth as you can, if you can also post links to tuts or something generally useful to the thread then do so, otherwise you are spamming. When a poster is asking for help, as with all help threads, if you can help said person then by all means please help them out, but do not simply try to bloat your post count by posting one liner 'filler' spam posts in them. That is all, back on topic folks. Link to comment Share on other sites More sharing options...
harIII Posted December 9, 2008 Author Share Posted December 9, 2008 Sorry about that RedHawke. I will try to remember this in the future. I wasn't addressing you... I was addressing another poster who's posts in this thread were about as helpful as a pile of Bantha Poodoo and was thusly spam. -RH Link to comment Share on other sites More sharing options...
glovemaster Posted December 9, 2008 Share Posted December 9, 2008 RedHawke hast spoken Anyway I'm thinking that you are wanting something like this: P1 [color=red]| |[/color] | & [color=red]| [O] |[/color] > To next module P2 [color=red]| |[/color] | So you leave P1 and P2 (Party members) and theres a pillar that if you walk near on your own then the force field at the end will open? Well I suggest a trigger that goes around the pillar, I think you put the location of the trigger as the location as the pillar in the GIT file and then for the GEOMETRY struct you have the points going (2,2,0) (2,-2,0) (-2,-2,0) and (-2,2,0), thus creating an invisible square of length 4m around the pillar. Well at least thats how I think I remember it worked... Then on your TrapTriggered event you will have a script that determines whether or not your in solomode and disabling your force field, or opening the door. The script will be something along the lines of: void main() { object oDoor = GetObjectByTag("the_tag_that_you_gave_the_force_field"); if(GetSoloMode()) AssignCommand(oDoor, ActionOpenDoor(oDoor)); } Link to comment Share on other sites More sharing options...
harIII Posted December 10, 2008 Author Share Posted December 10, 2008 Will this also return the door to it's natural state, it is presently a static door. A static door serves no purpose but to make the module look more detailed. It just sits there and you can't select it. Link to comment Share on other sites More sharing options...
glovemaster Posted December 10, 2008 Share Posted December 10, 2008 Hmm, I'm not quite understanding what you mean now. Any chance you can doodle something in paint, or anything that shows where you are leaving party members and where this pillar is? Just like a rough map so we can understand what you want to happen better. Link to comment Share on other sites More sharing options...
harIII Posted December 11, 2008 Author Share Posted December 11, 2008 This is a rough idea of what I am doing, this is the Elder Settlement on the Unknown Planet. http://rapidshare.com/files/172396196/Trial_Setup__Royal_Secret_.bmp.html Link to comment Share on other sites More sharing options...
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