roguehallow Posted May 9, 2009 Share Posted May 9, 2009 Greetings programs. Okay forum folks, here's what I'm trying to accomplish... I'd like to make a kind of "toxic cloud" around the player, so that anyone who remains within a certain radius of her or him feels the effect, but no longer does when they've been out of range for a while. My thought was to intermittently trigger an invisible, painless explosion centered on the player with a very large area effect; anyone within range would be put under a spell for a short period of time. It sounds solid, but I'm not sure how I'd go about doing that. So I guess my question is, does anyone know if it's possible to trigger an explosion (I'm thinking an actual weapon attack as opposed to an effect) on the player? Thanks! Rogue Hallow Link to comment Share on other sites More sharing options...
Cipscis Posted May 9, 2009 Share Posted May 9, 2009 Yes, explosions can be placed via PlaceAtMe, and will automatically be cleaned up by the game engine afterwards. It's probably worth noting that it's actually more efficient to use FOSE's looping and reference-walking functions, along with GetDistance, to apply effects to all actors within a certain radius of a reference. I've tested this recently, and when checking nearby actors every second via I found a difference of about 20 frames in a crowded area (MegatonPlaze), so the difference is quite large. See this thread for more information - Script Optimisation Cipscis Link to comment Share on other sites More sharing options...
roguehallow Posted May 9, 2009 Author Share Posted May 9, 2009 Dang Cipscis, thanks! Between the gentle reminder of the powers of FOSE and that amazing link, that's probably the best advice I've ever been given on the Nexus Forum. It may be the best advice I've ever been given period, and I was once advised to move out of the way of a speeding bus. Link to comment Share on other sites More sharing options...
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