Making Jump use AP, and forcing first person view

Post » Fri May 13, 2011 2:46 pm

For a while now, I've been trying to do two things - just what the title says.

1 - Make jump expend the player's Action Points. I'm not sure how to go about this. Detect a key press => then subtract AP? Could someone point me at the GECK functions I should be looking at?

2 - Force first person view, all the time, no matter what (not too concerned if this conflicts with VATS just yet... more for my own testing purposes.) - My idea here is to maybe make a hidden perk that runs and forces first person view? Or is that far too system intensive? Is there an entry somewhere in FalloutNV.esm I could delete to just remove the third person camera altogether? I'm talking about the player being able to switch using the scroll wheel or the default F key to quick-switch.
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Harinder Ghag
 
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Post » Fri May 13, 2011 2:28 pm

1 - No expert on this kind of thing, but couldn't you use http://geck.gamesas.com/index.php/IsAnimPlaying instead of GetKeyPressed?

EDIT: Actually, this would be better still: http://geck.gamesas.com/index.php/IsPlayerActionActive.

2. http://geck.gamesas.com/index.php/DisablePlayerControls only needs to be set once (unless a quest script overwrites the setting), and has a function to specifically disable third person view.
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Anna Beattie
 
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Post » Fri May 13, 2011 8:15 pm

Jumpwise, you could use FOSE to detect if the jump key is being pressed i.e. 'Space' or what have you.
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Lisa Robb
 
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Post » Fri May 13, 2011 4:31 am

Yeah, both seem like a means to the same thing. If I use the IsAnimPlaying, will that cover all the Jump animations?

My feeling is that the animation method will probablly be a better method - although what if the player tries to jump in mid air during the initial jump? Or, say the player is sitting down and presses spacebar - it would still expend action points, even though there is no jump occuring.

I appreciate all the help and suggestions! I'm new to modding and getting these recommendations really helps a lot.
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dean Cutler
 
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Post » Fri May 13, 2011 2:39 pm

I think "IsPlayerActionActive 6" would be the best option to use.
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Irmacuba
 
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Post » Fri May 13, 2011 6:25 am

I think "IsPlayerActionActive 6" would be the best option to use.


although be wary this particular piece of code is finicky, not to say the least. I used it for checking if a weapon is being fired and boy, did it want to play up.
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Robyn Lena
 
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Post » Fri May 13, 2011 10:30 am

I think "IsPlayerActionActive 6" would be the best option to use.


This worked OK, sometimes it doesn't "register" the jump, though.
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Amanda Leis
 
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Post » Fri May 13, 2011 4:00 pm

This worked OK, sometimes it doesn't "register" the jump, though.


Yeah, this is what I mean by temperamental.

It basically runs in a continuous cycle, and if it misses the command at the wrong part of the cycle, it ignores it.

I think this may be as close to getting it done as you wanted without using FOSE.
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carrie roche
 
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Post » Fri May 13, 2011 8:17 pm

I don't mind using FOSE at all - can I make the script wait two or three seconds while the jump animation plays before subtracting more AP?

edit: Is there a downside to having a script to check if the jump animation is playing? More resource intensive?
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OJY
 
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