amcclell Posted March 12, 2010 Share Posted March 12, 2010 Okay, so I'm using the Enhanced Weather mod with the radioactive rain plugin, however, the thing that's problematic is the fact that the radiation caused by the rain seems to bypass radiation resistance. The way he has it set up is an ability is applied to the player at game start and that ability causes 1 rad damage per second if the rain script is running and you aren't indoors. At first I thought that the game just couldn't handle dealing less than 1 rad per second, but I tested other sources of passive radiation damage (Like wading into water) with different levels of rad resist, and with high rad resist the rate of radiation accumulation was noticeably slower, despite the fact that those sources also only do 1 rad per second damage as a base. I think the issue might be the fact that the rad damage is caused by an ability rather than an outside source, and maybe the game ignores resistance on things that originate from yourself? (Even though it's using the base effect DamageRadiationLevel which should be resistable). My idea then was to change the rain script to make the game treat it as if you're wading into water when you're being rained on, but after about an hour of digging through the GECK, I cannot for the life of me figure out what effect or script or whatever placeable water is actually calling to cause the passive radiation damage. I'm not even sure if this would fix the issue, but I can't seem to find any other way to do it. Anyway, long story short, anyone have any suggestions about how to make this work properly, so that the player takes a consistent base 1 rad/s damage while it's raining, but have it be resistable like with swimming in irradiated water? Link to comment Share on other sites More sharing options...
pkleiss Posted March 12, 2010 Share Posted March 12, 2010 I'm not sure how that ability works, maybe post a pic of the 'action' porion of the ability. But if you can, try multiplying the base amount by (1-Radiation resistance) of the player at the source. Another option would be to set a global or quest vaiable in the ability for wjen its raining or not, then use that to run a quest script that mutiplies the base times (1-RR) in the quest script and have that quest script run once a second. Link to comment Share on other sites More sharing options...
amcclell Posted March 13, 2010 Author Share Posted March 13, 2010 I've attached a screenshot of the ability the mod uses to cause radiation damage while it's raining (Er, just ignore that it's a disease. That was me just messing around to see if it would fix anything - normally it's an ability). What's confusing to me is I can't figure out WHY it doesn't work properly - it uses the built in "Damage Radiation level" function, which is already set up to take into account radiation resistance - except all my testing of the mod has shown that this isn't the case. I'll take a constant 1 rad/s damage, even if I mod my radiation resist to 100%. I've tested out rad resist on other sources of radiation that also cause 1 rad/s and they work exactly as I would expect them to - 90% resist makes me go up 1 rad every 10 seconds or so, etc. I'm thinking that in order to get it to work I'm going to have to use a script, but I'm still kind of a newb at quest scripting - how would I set it up so that a script runs once a second? Change the "Script Processing delay" to 1 instead of .1? If that's all it takes, I might actually be able to modify the pre-existing rain script to include radiation damage. *Edit* Well, I have a version that ALMOST works correctly. It calls a script every second that uses DamageActorValue RadiationRads to deal 1 - (RadResist) rads - and it seems to work properly with resistance. The only trouble is that it doesn't make the "Geiger counter" pop up while it's raining. Is there a command to manually display the counter in a script or is that something that's hard-coded into radiation damage effects? *Edit2* And now I can get it to work with an applied effect, if I set the amount of rads/s to 10, it resists properly (So at 90% resist I only take 1 rad/s)... but not if I have it at 1. I think I want to strangle this game. Do Actor Effects always round to an int? That might be the root of the problem if so. Link to comment Share on other sites More sharing options...
amcclell Posted March 14, 2010 Author Share Posted March 14, 2010 *Bump* Still trying to get this to work to my satisfaction. Numerically, it works fine. I even got the geiger counter to show by having the game accumulate 1 - (RadResist) damage in a global variable every second, and when that variable equals one, it casts the "DamageRads" effect on the player for 1 rad damage. It still doesn't work how I'd like it, however - if you have decent resist, it looks weird just seeing the counter pop up every 10 seconds or so with none of the "Clickclickclick" sound you associate with being near something radioactive. I'd still like to figure out how the game handles irradiation by being near toxic waste or swimming in water, I can't find an effect anywhere. Is that stuff just hard-coded into the placeables or am I looking in the wrong places? Link to comment Share on other sites More sharing options...
Dyadya_Fedor Posted March 14, 2010 Share Posted March 14, 2010 As for water, looks like game engine takes Magnitude from DamageRadiationLevel in water Spell Effect , then this value multiplied by fSwimRadiationDamageMult (game settings - 0.1) and, finally, take into account radiation resistance. And every self-respected toxic waste has Radiation Marker nearby :smile: . Link to comment Share on other sites More sharing options...
amcclell Posted March 14, 2010 Author Share Posted March 14, 2010 Yes, I discovered that yesterday digging around - however, while I couldn't use that the way I wanted, it did give me the idea to have rain place a radiation explosion on top of the player every 5 seconds - and it turns out it works. The key issue I found out was that the "DamageRadiationLevel" Base Effect has a minimum damage of 1 - which I discovered when messing around and creating a spell that had a magnitude of 0 (Which still did 1 rad/s). Radiation explosions, however, function the same way as a Radiation Marker, so rad resist can bring it below 1 rad/s and thus make radioactive rain fairly manageable with rad-x and rad suits. I think I may upload this fix after I test it out a bit more just to make sure there's no oddness - I need to justify the amount of effort I've spent on it to myself. Link to comment Share on other sites More sharing options...
pkleiss Posted March 14, 2010 Share Posted March 14, 2010 Sorry I didn't reply sooner, but it looks as though you have come to the same conclusion as i would have told you in that the damage radiation base effect does a minimum of 1 damage. I would have then told you to do it by script, but you seem to have worked it out yourself. So, good job! Link to comment Share on other sites More sharing options...
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