Replicating Point Lookout's punga fruit hallucination scene

Post » Sat May 28, 2011 5:21 am

Hey guys, I'm working on a mod at the moment (http://www.gamesas.com/index.php?/topic/1128283-wip-a-kiss-to-build-a-dream-on/), and in this mod (I'll give you the short version), the Courier meets a tribal, who offers him some tea made from irradiated water and peyote cacti, and subsequently hallucinates that he/she is Fallout 2's Chosen One.

What I'd like to do, is make it so when the player drinks the tea, he/she has a coughing fit and collapses, and then teleports to the new map, firing his/her companions along the way, so that they don't tag along.

EDIT: I've written up a script, but it just so happens that I have no idea what I'm doing. Help!

Here's my script:

scn HallucinationSCRIPT

short DoOnce
short TimerCheck
short PushOnce
short SprayOnce
float Timer

;// image space apply
short imageSpaceApplyOnce
short imageSpaceApply
short imageSpaceTimerInit
float imageSpaceTimer

BEGIN onequip player

if DoOnce == 0 && getStage VaultQuest == 10
setStage VaultQuest 15
set DoOnce to 1
else

endif

END

BEGIN GameMode

if DoOnce == 1 && TimerCheck == 0
set TimerCheck to 1
set Timer to 14.6

endif

if TimerCheck == 1
set Timer to Timer - GetSecondsPassed

;/////////////////////////////
;// The imagespace gets applied here
;/////////////////////////////
IF imageSpaceApply == 1

;// init the timer and apply the transition
IF imageSpaceTimerInit == 0
set imageSpaceTimer to 3.99
set imageSpaceTimerInit to 1
ApplyIMageSpaceModifier MS04InjectISFX
ENDIF

ENDIF

;make player cough and fall
if (Timer <= 12.6) && SprayOnce == 1
set SprayOnce to 2
player.addscriptpackage HallucinationPackage

endif

IF ( timer < 9.5 && SprayOnce == 2 )
set SprayOnce to 3
ENDIF

;// countdown to application of the real imagespace
IF imageSpaceTimer > 0
set imageSpaceTimer to imageSpaceTimer - getSecondsPassed
ELSE
ApplyIMageSpaceModifier FadeToWhiteISFX
set imageSpaceApply to 2
ENDIF

;player get up
if (Timer < 0)
enablePlayerControls
player.restoreAV radiationrads 2000
player.removescriptpackage HallucinationPackage

;// start the ISFX
IF imageSpaceApplyOnce == 0
set imageSpaceApply to 1
set imageSpaceApplyOnce to 1
ENDIF

set TimerCheck to 0
set DoOnce to 2
endif

endif


END

User avatar
Marta Wolko
 
Posts: 3383
Joined: Mon Aug 28, 2006 6:51 am

Post » Fri May 27, 2011 9:14 pm

If you look at the opening sequence of FNV (Quest VCG01), it seems that the image space modifiers are full-screen effects like the initial fade-to-white, etc. Animations seem to be played with "Player.addscriptpackage packagenamehere". It's possible that this is a different method than was used previously, or that I'm completely way off mark, but I would maybe check other script sources for a line like this. It's worth a shot anyway.

Actually in fact, one of the stages of VCG01 includes this line and comment:

; turn off the animated cam so the player can look aroundplayer.removescriptpackage

User avatar
Tom
 
Posts: 3463
Joined: Sun Aug 05, 2007 7:39 pm

Post » Sat May 28, 2011 5:29 am

If you look at the opening sequence of FNV (Quest VCG01), it seems that the image space modifiers are full-screen effects like the initial fade-to-white, etc. Animations seem to be played with "Player.addscriptpackage packagenamehere". It's possible that this is a different method than was used previously, or that I'm completely way off mark, but I would maybe check other script sources for a line like this. It's worth a shot anyway.

Actually in fact, one of the stages of VCG01 includes this line and comment:

; turn off the animated cam so the player can look aroundplayer.removescriptpackage



Thanks. Turns out they used this method in the ending of Fallout 3, and in Point Lookout, as well. Though *slightly* different each time (one uses begin/change idles like in NV, the other uses the regular "idles" tab). It's wierd, I had no idea adding an AI package to the player would work!
User avatar
Laura Elizabeth
 
Posts: 3454
Joined: Wed Oct 11, 2006 7:34 pm

Post » Sat May 28, 2011 12:25 am

BUMP!

I've added my script to my original post, and I've tested it in-game. It does absolutely nothing. :(
Also, the package I'm using to play the animation is using the PL method of adding the idle animation to the "idles" tab of the package, rather than the "begin change idles" tab.
User avatar
Brιonα Renae
 
Posts: 3430
Joined: Mon Oct 22, 2007 3:10 am

Post » Sat May 28, 2011 10:41 am

Bump :(
User avatar
Bereket Fekadu
 
Posts: 3421
Joined: Thu Jul 12, 2007 10:41 pm


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