Zorkaz Posted December 3, 2022 Share Posted December 3, 2022 I want to make the lightning effect from the electric trap, without using the electric trap itself.Basically I want it to be part of an unstable cave system where lightning shoots out randomly. Anyone knows if it's part of the animation or whatelse I can do to use it independently? Link to comment Share on other sites More sharing options...
hereami Posted December 3, 2022 Share Posted December 3, 2022 (edited) It's all there in TrapElectricalArc "Tesla Arc" [ACTI:00140E84] . TrapElectricalArcBeam [PROJ:00140F3C] , i guess, and traps shoot it by spell TrapElectricArcSpell at randomly repositioned dummy target. Could replace trap model by rocks etc. and use existing script with necessary edits, perhaps? To not make a weapon and such.ps. Although i don't know if projectile or its model may be used independently from everything. Is there such need? Edited December 3, 2022 by hereami Link to comment Share on other sites More sharing options...
RaidersClamoring Posted December 4, 2022 Share Posted December 4, 2022 Duplicate the trap ACTI form and change the nif to a rock? (TrapElectricalArc, 0x140E84, Fallout4.esm). Or just use the raw spell with a simple looping RegisterFor/OnDistanceLessThan event.TrapElectricArcSpell.Cast(objSelf, akTarget) ; (TrapElectricArcSpell, 0x140F27)If it's just the visuals you want, the hitshader is ShockDamageFXS ShockDamageFXS.Play(TheRef, TimeFloat) Alternately loop through these handy arrays to find one shader you like: EffectShader[] Library = new EffectShader[70]Library[0] = Game.GetFormFromFile(0x00249733, "Fallout4.esm") as EffectShaderLibrary[1] = Game.GetFormFromFile(0x002494E4, "Fallout4.esm") as EffectShaderLibrary[2] = Game.GetFormFromFile(0x00247A3F, "Fallout4.esm") as EffectShaderLibrary[3] = Game.GetFormFromFile(0x00240C20, "Fallout4.esm") as EffectShaderLibrary[4] = Game.GetFormFromFile(0x002407FB, "Fallout4.esm") as EffectShaderLibrary[5] = Game.GetFormFromFile(0x00231F8A, "Fallout4.esm") as EffectShaderLibrary[6] = Game.GetFormFromFile(0x002301C5, "Fallout4.esm") as EffectShaderLibrary[7] = Game.GetFormFromFile(0x002301C4, "Fallout4.esm") as EffectShaderLibrary[8] = Game.GetFormFromFile(0x0022F43D, "Fallout4.esm") as EffectShaderLibrary[9] = Game.GetFormFromFile(0x0022DCF4, "Fallout4.esm") as EffectShaderLibrary[10] = Game.GetFormFromFile(0x0022579E, "Fallout4.esm") as EffectShaderLibrary[11] = Game.GetFormFromFile(0x0022579D, "Fallout4.esm") as EffectShaderLibrary[12] = Game.GetFormFromFile(0x0022579C, "Fallout4.esm") as EffectShaderLibrary[13] = Game.GetFormFromFile(0x0022579B, "Fallout4.esm") as EffectShaderLibrary[14] = Game.GetFormFromFile(0x0022517E, "Fallout4.esm") as EffectShaderLibrary[15] = Game.GetFormFromFile(0x0022517C, "Fallout4.esm") as EffectShaderLibrary[16] = Game.GetFormFromFile(0x0021C768, "Fallout4.esm") as EffectShaderLibrary[17] = Game.GetFormFromFile(0x00216352, "Fallout4.esm") as EffectShaderLibrary[18] = Game.GetFormFromFile(0x00211112, "Fallout4.esm") as EffectShaderLibrary[19] = Game.GetFormFromFile(0x001E55D6, "Fallout4.esm") as EffectShaderLibrary[20] = Game.GetFormFromFile(0x001E55D5, "Fallout4.esm") as EffectShaderLibrary[21] = Game.GetFormFromFile(0x001E077C, "Fallout4.esm") as EffectShaderLibrary[22] = Game.GetFormFromFile(0x001D4761, "Fallout4.esm") as EffectShaderLibrary[23] = Game.GetFormFromFile(0x001C6BD2, "Fallout4.esm") as EffectShaderLibrary[24] = Game.GetFormFromFile(0x001C6BCC, "Fallout4.esm") as EffectShaderLibrary[25] = Game.GetFormFromFile(0x001B3F73, "Fallout4.esm") as EffectShaderLibrary[26] = Game.GetFormFromFile(0x0019C048, "Fallout4.esm") as EffectShaderLibrary[27] = Game.GetFormFromFile(0x0018C35C, "Fallout4.esm") as EffectShaderLibrary[28] = Game.GetFormFromFile(0x0018C35B, "Fallout4.esm") as EffectShaderLibrary[29] = Game.GetFormFromFile(0x00183AFB, "Fallout4.esm") as EffectShaderLibrary[30] = Game.GetFormFromFile(0x00181B36, "Fallout4.esm") as EffectShaderLibrary[31] = Game.GetFormFromFile(0x00180061, "Fallout4.esm") as EffectShaderLibrary[32] = Game.GetFormFromFile(0x00179639, "Fallout4.esm") as EffectShaderLibrary[33] = Game.GetFormFromFile(0x00176DFA, "Fallout4.esm") as EffectShaderLibrary[34] = Game.GetFormFromFile(0x00174AB2, "Fallout4.esm") as EffectShaderLibrary[35] = Game.GetFormFromFile(0x00149E5E, "Fallout4.esm") as EffectShaderLibrary[36] = Game.GetFormFromFile(0x00145365, "Fallout4.esm") as EffectShaderLibrary[37] = Game.GetFormFromFile(0x00145364, "Fallout4.esm") as EffectShaderLibrary[38] = Game.GetFormFromFile(0x0014237E, "Fallout4.esm") as EffectShaderLibrary[39] = Game.GetFormFromFile(0x0014237D, "Fallout4.esm") as EffectShaderLibrary[40] = Game.GetFormFromFile(0x00140F01, "Fallout4.esm") as EffectShaderLibrary[41] = Game.GetFormFromFile(0x00140EFB, "Fallout4.esm") as EffectShaderLibrary[42] = Game.GetFormFromFile(0x00140EE8, "Fallout4.esm") as EffectShaderLibrary[43] = Game.GetFormFromFile(0x00139F97, "Fallout4.esm") as EffectShaderLibrary[44] = Game.GetFormFromFile(0x00139F8E, "Fallout4.esm") as EffectShaderLibrary[45] = Game.GetFormFromFile(0x00130DBD, "Fallout4.esm") as EffectShaderLibrary[46] = Game.GetFormFromFile(0x0012BC09, "Fallout4.esm") as EffectShaderLibrary[47] = Game.GetFormFromFile(0x00102B7E, "Fallout4.esm") as EffectShaderLibrary[48] = Game.GetFormFromFile(0x000F62AE, "Fallout4.esm") as EffectShaderLibrary[49] = Game.GetFormFromFile(0x000E178E, "Fallout4.esm") as EffectShaderLibrary[50] = Game.GetFormFromFile(0x00078BA5, "Fallout4.esm") as EffectShaderLibrary[51] = Game.GetFormFromFile(0x0006F125, "Fallout4.esm") as EffectShaderLibrary[52] = Game.GetFormFromFile(0x0006F124, "Fallout4.esm") as EffectShaderLibrary[53] = Game.GetFormFromFile(0x0006F123, "Fallout4.esm") as EffectShaderLibrary[54] = Game.GetFormFromFile(0x0006F122, "Fallout4.esm") as EffectShaderLibrary[55] = Game.GetFormFromFile(0x00058C27, "Fallout4.esm") as EffectShaderLibrary[56] = Game.GetFormFromFile(0x0003EC51, "Fallout4.esm") as EffectShaderLibrary[57] = Game.GetFormFromFile(0x00038591, "Fallout4.esm") as EffectShaderLibrary[58] = Game.GetFormFromFile(0x00036902, "Fallout4.esm") as EffectShaderLibrary[59] = Game.GetFormFromFile(0x000305A1, "Fallout4.esm") as EffectShaderLibrary[60] = Game.GetFormFromFile(0x0003059B, "Fallout4.esm") as EffectShaderLibrary[61] = Game.GetFormFromFile(0x000303B0, "Fallout4.esm") as EffectShaderLibrary[62] = Game.GetFormFromFile(0x0001D22B, "Fallout4.esm") as EffectShaderLibrary[63] = Game.GetFormFromFile(0x00218E, "DLCRobot.esm") as EffectShaderLibrary[64] = Game.GetFormFromFile(0x00E3AF, "DLCRobot.esm") as EffectShaderLibrary[65] = Game.GetFormFromFile(0x0001563D, "DLCCoast.esm") as EffectShaderLibrary[66] = Game.GetFormFromFile(0x0000F661, "DLCRobot.esm") as EffectShaderLibrary[67] = Game.GetFormFromFile(0x0F660, "DLCRobot.esm") as EffectShaderLibrary[68] = Game.GetFormFromFile(0x00044C84, "DLCCoast.esm") as EffectShaderLibrary[69] = Game.GetFormFromFile(0x00044C85, "DLCCoast.esm") as EffectShaderString[] Names = new String[70]Names[0] = "VansActivateFXS"Names[1] = "ShockDamageConstantFXS"Names[2] = "DetectLifePATargetFXS"Names[3] = "FireHazardLightFXS"Names[4] = "CritFireMolotovFXS01"Names[5] = "FireHazardFXS"Names[6] = "BloodSplatterHeavyParticles"Names[7] = "BloodHeavyParticles"Names[8] = "WaterDrippingSmallParticles"Names[9] = "MirelurkKingCloakFXS"Names[10] = "LegendaryRadiationFXS01"Names[11] = "LegendaryPoisonDamageFXS01"Names[12] = "LegendaryAccuracyFXS01"Names[13] = "Legendary2xDmgEffectFXS"Names[14] = "DetectLifeHostileFXS"Names[15] = "DetectLifeFXS"Names[16] = "GammaGunHitFXS"Names[17] = "LaserFireHitFXS"Names[18] = "FireIronWorksFXS"Names[19] = "TeleportInPlayerFXS"Names[20] = "TeleportOutPlayerFXS"Names[21] = "PowerArmorTargetingHUDFXS"Names[22] = "GrenadeTrajectoryFXS"Names[23] = "MirelurkQueenPoisonDamageFXS"Names[24] = "CritMirelurkQueenFXS"Names[25] = "FireHitFXSShishkebab"Names[26] = "MS09LorenzoFXS"Names[27] = "CryoFreezeFXS02"Names[28] = "CryoFreezeFXS01"Names[29] = "HologramShaunFXS"Names[30] = "RobotFrenzyFXS"Names[31] = "MirelurkKingFXS"Names[32] = "CritAlienFXS"Names[33] = "WaterDrippingParticlesLarge"Names[34] = "DirtParticles"Names[35] = "CritFireParticleFXS"Names[36] = "CritFireCharFXS"Names[37] = "CritCryoShatterFXS"Names[38] = "FireHitFXS"Names[39] = "CritFireFXS"Names[40] = "WaterSplashParticles"Names[41] = "WaterDrippingParticles"Names[42] = "MirelurkMudParticles"Names[43] = "CritPlasmaFXS"Names[44] = "CritLaserFXS"Names[45] = "radScorpionFXS"Names[46] = "FireTeleportFXS"Names[47] = "StealthBoyInvisibilityEffect"Names[48] = "TeleportInFXS"Names[49] = "TeleportOutFXS"Names[50] = "CritCryoFXS"Names[51] = "RadDamageFXS"Names[52] = "CryoDamageFXS"Names[53] = "PoisonDamageFXS"Names[54] = "ShockDamageFXS"Names[55] = "RobotFireFXS"Names[56] = "CryoCorpseFXS"Names[57] = "MirelurkDirtParticles"Names[58] = "destWetFXS"Names[59] = "BrokenFXSforBug"Names[60] = "BloodSplatterHeavy"Names[61] = "FireFXS01"Names[62] = "FireFXS"Names[63] = "DLC01AssaultronShieldFXS"Names[64] = "DLC01RoboBrainShadowFXS"Names[65] = "DLC03FogMotherFXS"Names[66] = "DLC01RoboBrainShadowGhostFXS"Names[67] = "DLC01RoboBrainShadowGhostEndFXS"Names[68] = "DLC03RRetriever02FXS"Names[69] = "DLC03RRetrieverFXS" VisualEffects work the same way. Effect.Play(Ref, time). One trick I think was your advice is to use Weapon.Fire(AmmoForm) <--- create an ammo wrapper for TrapElectricalArcBeam PROJ. The "gun" will be invisible and fire along ref Y axis. Ultimately there's the option of placing an AddonNode link in a duplicated .nif by adding a BSValueNode with the same index as one you like. Guide: https://www.nexusmods.com/fallout4/articles/127 Link to comment Share on other sites More sharing options...
South8028 Posted December 4, 2022 Share Posted December 4, 2022 (edited) I wonder if it's possible to make a trap with a simple sequence? For example, a special floor with a hidden guide, from which a circular circle pops out, sawing npc? Or laser grids sawing npc like in resident evil? Technically, I can make such nif's, but I don't know exactly how they are integrated into ck. Can try to create traps in the form of creatures. With bones and havok behavior. But, too much fuss for a modest result. It would be desirable to be limited to gamebryo.Plugins have a "Trap" collision type. I would like to understand exactly how this collision interacts with physics in the game and what else such a trap needs in ck. Edited December 4, 2022 by South8028 Link to comment Share on other sites More sharing options...
Zorkaz Posted December 4, 2022 Author Share Posted December 4, 2022 Technically, I can make such nif's, but I don't know exactly how they are integrated into ck.I'd say take a look at the bathroom scale trap. Basically there is some kind of passthrough collision.In the CK you'd take a script with "Event OnTriggerEnter (ObjectReference AkActionRef)" and do some stuff then Link to comment Share on other sites More sharing options...
Zorkaz Posted December 5, 2022 Author Share Posted December 5, 2022 TrapCyclicElectricalArc is the object that does exactly what I want Link to comment Share on other sites More sharing options...
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