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How to Make a Terminal


WillieSea
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Making a Terminal in Fallout 3 DO something.

by WillieSea

:2guns: Creating a New Terminal :noway:

In the Object window, find the 'Terminal' folder inside the 'World Objects' folder.

You will then need to decide if you want a 'wall terminal' or a 'desk terminal'. Look at the column titled 'Model' and find the one you want. Then double-click on it and give it a new ID and Name. (See #1 in the image below)

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Click the 'OK' button at the bottom and reply that 'Yes', you do want to create a new terminal.

Save your mod.

Now, find your newly named terminal in the same list and 'double-click' on it to edit it again. You should see the same image above, again. But it will have your new ID and Name.

The Script (#2) section will allow you to attach a personal script to the terminal. This is good for 'OnActivate' type scripts.

The Password (#3) will allow you to add a 'Note' object that you created in the 'Notes' section as a password. The player has to have the note or the terminal will not allow access.

The Base Hack Difficulty (#4) will allow you to set a 'lock' on the screen which will open the 'Hacking' screen when the player first activates the terminal. You could also check the box that says 'Leveled' which will change this difficulty based on the players level.

The Server Type (#5) can be used to select server text that displays when the terminal is activated. I never really cared about this, but you can choose one of the pre-built ones, or I have heard you can make your own. I might look into that later.

The Welcome Text (#6) Will be displayed at the top of the screen when you are using a terminal.

The Menu Items (#7) are the 'Choices' you can select on a terminal. Think of them as you would selectable text buttons. These are what the player clicks on to perform actions you specify.

To create a new menu item, RIGHT-CLICK in the white area of the menu items(where the #7 is) and select 'New'.

:D Smarty Says: You can delete menu items by choosing 'Delete' after right-clicking on a menu item line.

Now the fun begins!

:2guns: Adding your Menu Items :noway:

At Item Text and Result Text (#8) you can enter the text you want to display on the menu (Item Text), and the text that will display at the bottom when a menu 'is' selected (Result Text).

:) Smarty Says: You are limited in the number of characters you can type here, so decide carefully what you want.

The Display Note (#9) allows you to instead display a previously created note on the screen as the 'Result Text'.

The Sub Menu (#10) is quite powerful. You can use this to open a second 'Terminal' menu instead of using the 'Result Text'. Think of this as a multiple menu system.

:smarty: Smarty Says: If you are in a secondary menu, you can put the following script in the 'Item Result Script' box (#13) to force the current terminal back to the one that called it.

ForceTerminalBack

If you are multiple terminals deep, you can code multiple forceTerminalBack commands to go back as many terminals as you need to. You can even use it to exit the terminal from the main terminal. I always code a 'Logoff' on my main terminal and use the forceTerminalBack in the result script. This is like turning 'off' the terminal.

:smarty: Smarty Also Says: When you are in a secondary terminal menu, the game will automatically add a 'Back' menu item to your list. This will automatically send the player back to the calling terminal.

:smarty: Smarty Continues with more Sage Advice: You only have a limited number of 'visible' menu items you can put on the screen. If you have too many, they will drop off the bottom of the terminal and not be visible. A smart use of 'conditions' can be used to limit the number of selectable menu items on a screen at one time. The conditions will be discussed below.

The check box Force Redraw (#11) will make the entire screen re-evaluate each menu item condition and redraw the entire screen WHEN the menu item with this check box check is selected by the player.

:smarty: Smarty Says: This is very useful if you have a menu item that changes the state something in the world and you have a menu item that displays depending on the state of that object. Or you could have a variable that is changed and depending on the value stored in the variable, you will display different menu items.

For example, you have a terminal that locks or unlocks a door. A condition might be to check the door and if its locks, you only display the text to Unlock the door. If the door is currently unlocked, you would only display the text to Lock the door. If you did not force a redraw, then you would alway just see one or the other until the terminal was exited.

The Arrow Buttons Left and Right (#12) will allow you move your menu items up or down on the list, in effect, changing the order they will display on the screen.

:2guns: Menu Item Result Script? Or not! :noway:

The Item Result Script (#13) text box can be used to add script funtions that will execute when the player selects the menu item they are tied to.

Most script commands can be entered here depending on what you want the menu item to do.

The usual fare for this window is to add or remove items from the player, to lock or unlock doors, or to open or close doors. Its usually an 'action' that you are performing because the player clicked the menu button.

player.AddItem item-name qty

player.RemoveItem item-name qty

myDoorREF.Lock lock-level

myDoorREF.Unlock

myDoorREF.SetOpenState 1

myDoorREF.SetOpenState 0

You can also set the linkage on your terminal to an object, and manipulate it using that linkage instead.

ref myLinkREF

set myLinkREF to GetLinkedRef

myLinkREF.Enable

:2guns: Adding your Item Conditions :noway:

Now we will get into a complex subject so grab your :coffee: and eat a :pints: for energy because here we go... :dizzy:

You will need to have a Menu Item (#7) selected before you can add an Item Condition.

Once you have have one selected, click the 'New' button (#14) and you will be presented with the following pop-up window:

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This is the Condition Item Pop-up window. It allows you to enter various conditions to your menu item. The Condition must evaluate to TRUE or the associated menu item will NOT show on the screen.

You can also have multiple condtions on one menu item. The default is to use 'AND' for each condition, but there is a check box on each condition that allows you to select the 'OR' instead. With the AND, ALL conditions must be true for the menu item to display. If you use the OR, then ANY condition can be true and the menu item will display.

[still a work in progress, please be patient] No peeking ahead!

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