Zorkaz Posted April 15, 2022 Author Share Posted April 15, 2022 Looks cool but isn't it the same as the vanilla electric trap or did I overlook something Link to comment Share on other sites More sharing options...
South8028 Posted April 15, 2022 Share Posted April 15, 2022 (edited) Looks cool but isn't it the same as the vanilla electric trap or did I overlook somethingYes. This is a trap, I just made it looped, eternal and changed it to hedge meshes. The lightning effect should probably be redone because I haven't figured out how to position the vanilla lightning yet.https://disk.yandex.ru/d/Kozk82z_xqPvCQhttps://youtu.be/CNGcQZrI0LoHere everything is tied to the mod and you can see the scripts and parameters in ck.https://disk.yandex.ru/d/9KDsJfOgjwUqnA Edited April 15, 2022 by South8028 Link to comment Share on other sites More sharing options...
Zorkaz Posted April 15, 2022 Author Share Posted April 15, 2022 Oh cool, thanks Link to comment Share on other sites More sharing options...
South8028 Posted April 16, 2022 Share Posted April 16, 2022 (edited) Oh cool, thankshttps://youtu.be/S3gPH5wjZkQhttps://disk.yandex.ru/d/9KDsJfOgjwUqnA The usual trap, but looped, and with conduts connections. You can quickly collect electric fields. Also a set of conduits with a similar texture, and switches for them. The trap must be connected through the period switch, then it will restart on its own and large fields will beat continuously. Periods set in the terminal. Edited April 17, 2022 by South8028 Link to comment Share on other sites More sharing options...
pepperman35 Posted March 19 Share Posted March 19 I have had the idea of building a prison mod for some time now. As I got to thinking, a proper high security prison would need a perimeter fence or two. One of those fences could be a high voltage electric fence which lead me to this thread. Did anyone ever make electric fences? BTW, I ran across this vanilla script but it doeesn't look like Bethesda implemented it (or least not to my knowledge). Scriptname TestElectricFenceScript extends ObjectReference Const SPELL Property TestElectricFenceShock Auto Const Event OnPowerOn(ObjectReference akPowerGenerator) StartTimer(utility.RandomFloat(0.0, 2.0)) EndEvent Event OnPowerOff() CancelTimer() EndEvent Event OnActivate(ObjectReference akActionRef) Actor theActor = akActionRef as Actor debug.trace(self + " actor=" + theActor + ", IsPowered()=" + ispowered()) if theActor && isPowered() debug.trace(self + " SHOCK ME") Animate() TestElectricFenceShock.Cast(theActor, theActor) endif EndEvent Event OnTimer(int aiTimerID) if isPowered() Animate() StartTimer(utility.RandomFloat(3.0, 10.0)) endif EndEvent function Animate() PlayAnimation("reset") PlayAnimation("stage2") endFunction Link to comment Share on other sites More sharing options...
South8028 Posted March 19 Share Posted March 19 3 hours ago, pepperman35 said: I have had the idea of building a prison mod for some time now. As I got to thinking, a proper high security prison would need a perimeter fence or two. One of those fences could be a high voltage electric fence which lead me to this thread. Did anyone ever make electric fences? BTW, I ran across this vanilla script but it doeesn't look like Bethesda implemented it (or least not to my knowledge). Scriptname TestElectricFenceScript extends ObjectReference Const SPELL Property TestElectricFenceShock Auto Const Event OnPowerOn(ObjectReference akPowerGenerator) StartTimer(utility.RandomFloat(0.0, 2.0)) EndEvent Event OnPowerOff() CancelTimer() EndEvent Event OnActivate(ObjectReference akActionRef) Actor theActor = akActionRef as Actor debug.trace(self + " actor=" + theActor + ", IsPowered()=" + ispowered()) if theActor && isPowered() debug.trace(self + " SHOCK ME") Animate() TestElectricFenceShock.Cast(theActor, theActor) endif EndEvent Event OnTimer(int aiTimerID) if isPowered() Animate() StartTimer(utility.RandomFloat(3.0, 10.0)) endif EndEvent function Animate() PlayAnimation("reset") PlayAnimation("stage2") endFunction I used a ready-made mod for indestructible traps. Made my own model and replaced the vanilla trap. I'll look for this mod. I don't remember its name. The model itself is not difficult to make. There are 4 sequences, I think. I made a fence and something like anti-personnel mines. The fence simply hit with an electric arc at short intervals. The intervals were set in the terminal. Link to comment Share on other sites More sharing options...
South8028 Posted March 21 Share Posted March 21 On 3/19/2025 at 4:41 PM, pepperman35 said: I have had the idea of building a prison mod for some time now. As I got to thinking, a proper high security prison would need a perimeter fence or two. One of those fences could be a high voltage electric fence which lead me to this thread. Did anyone ever make electric fences? BTW, I ran across this vanilla script but it doeesn't look like Bethesda implemented it (or least not to my knowledge). Scriptname TestElectricFenceScript extends ObjectReference Const SPELL Property TestElectricFenceShock Auto Const Event OnPowerOn(ObjectReference akPowerGenerator) StartTimer(utility.RandomFloat(0.0, 2.0)) EndEvent Event OnPowerOff() CancelTimer() EndEvent Event OnActivate(ObjectReference akActionRef) Actor theActor = akActionRef as Actor debug.trace(self + " actor=" + theActor + ", IsPowered()=" + ispowered()) if theActor && isPowered() debug.trace(self + " SHOCK ME") Animate() TestElectricFenceShock.Cast(theActor, theActor) endif EndEvent Event OnTimer(int aiTimerID) if isPowered() Animate() StartTimer(utility.RandomFloat(3.0, 10.0)) endif EndEvent function Animate() PlayAnimation("reset") PlayAnimation("stage2") endFunction https://disk.yandex.ru/d/4KHzar3nbzhDog Here you go. This mod has an indestructible electric trap. You can make a fence model with any animation with these sequences and reproduce the same conditions, setting the desired damage, duration and everything else that can be configured in ck... Link to comment Share on other sites More sharing options...
BlazeStryker Posted March 22 Share Posted March 22 To me, an electric chain fence should be destroyable with some effort but difficult to get at. It should also be pricey as Hell in terms of resources. Black fenceposts with acid and lead in them as batteries charging the capacitor post tops (which use Circuitry and, when discharged, recharge from their batteries thirty seconds later), Copper coating of the chainlink for increased conductivity... Link to comment Share on other sites More sharing options...
pepperman35 Posted March 22 Share Posted March 22 Thanks South, much appreciated. I like the concept of an electrified fence for a prison mod. The electrified fence would be one layer of defense. If it were automated, I think three zones would be appropriate: a warning zone, a shock zone, and a kill zone (lethal shock zone). Toying with scripting now…. Function MonitorDistance() while IsFencePowered ; Get the closest actor in proximity Actor closestActor = Game.FindClosestActor(GetPosition(), WarningDistance) if closestActor Float distanceToActor = closestActor.GetDistance(self) ; Warning range if distanceToActor <= WarningDistance && distanceToActor > ShockDistance PlaySound(WarningSound) ; Verbal warning ; Shock range elseif distanceToActor <= ShockDistance && distanceToActor > DeathDistance closestActor.DamageActorValue("Health", 10.0) ; Minor shock damage PlaySound(ZapSound) ; Zap sound effect PlaceAtMe(SparkEffect) ; Sparks for visual feedback ; Death range elseif distanceToActor <= DeathDistance ShockSpell.Cast(closestActor, closestActor) ; Lethal shock PlaySound(ZapSound) PlaceAtMe(SparkEffect) endif endif Utility.Wait(0.5) ; Wait for 0.5 seconds before rechecking endwhile EndFunction WarningDistance: The player or NPC hears a verbal warning. ShockDistance: They experience minor shocks (zap sound and small damage). DeathDistance: Lethal electrocution occurs. 1 Link to comment Share on other sites More sharing options...
South8028 Posted March 22 Share Posted March 22 (edited) 5 hours ago, pepperman35 said: Thanks South, much appreciated. I like the concept of an electrified fence for a prison mod. The electrified fence would be one layer of defense. If it were automated, I think three zones would be appropriate: a warning zone, a shock zone, and a kill zone (lethal shock zone). Toying with scripting now…. Function MonitorDistance() while IsFencePowered ; Get the closest actor in proximity Actor closestActor = Game.FindClosestActor(GetPosition(), WarningDistance) if closestActor Float distanceToActor = closestActor.GetDistance(self) ; Warning range if distanceToActor <= WarningDistance && distanceToActor > ShockDistance PlaySound(WarningSound) ; Verbal warning ; Shock range elseif distanceToActor <= ShockDistance && distanceToActor > DeathDistance closestActor.DamageActorValue("Health", 10.0) ; Minor shock damage PlaySound(ZapSound) ; Zap sound effect PlaceAtMe(SparkEffect) ; Sparks for visual feedback ; Death range elseif distanceToActor <= DeathDistance ShockSpell.Cast(closestActor, closestActor) ; Lethal shock PlaySound(ZapSound) PlaceAtMe(SparkEffect) endif endif Utility.Wait(0.5) ; Wait for 0.5 seconds before rechecking endwhile EndFunction WarningDistance: The player or NPC hears a verbal warning. ShockDistance: They experience minor shocks (zap sound and small damage). DeathDistance: Lethal electrocution occurs. I think it would be cool to create a regular electric fence. Until an NPC or player touches it, it's just a fence with phases stretched. No effects. When touched, the effect of a high-current shock is realized. In reality, the victim is "attracted" to such fences. Muscles under high current contract and the victim is unable to move. The voltage is low. But the current is very high. The ground works as 0.As a result, a person can be shocked for several hours without any threat to life (unless, of course, he has heart disease, and especially a pacemaker). The person is simply unable to move. The muscles do not work.For a similar reason, electricians are taught to touch conductors only with the back of their hand. Otherwise, the grasping reflex is triggered. The finger muscles contract, the person grabs the conductor and is unable to unclench his hand. If a person tries to climb over such a fence, he will simply dangle on it until security comes and removes him. Edited March 22 by South8028 Link to comment Share on other sites More sharing options...
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