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reduced accuracy in the dark


TheBlob2

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On this site, sending a personal message rarely gets any response, I've learned that from experience

 

Sorry to hear that :( But Irswat will probably respond if he's not busy, and it will be at least another day before the fist mech model comes out for him to work on. Might keep him busy and out of trouble for a bit.

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I do work and goto school part time. Reduced accuracy in the dark eh?

from GECK

 

 

The visual factor is determined as follows:

Visual Contact: If can't see target, visual element is 0Movement Multiplier: 1 + Moving * fSneakLightMoveMult + Running * fSneakLightRunMultLight: ( fDetectionSneakLightMod + light level ) * fSneakLightMultBlindness: ( 100 - blindness )/100Stealthboy: If Stealthboy == 1, multiply by fSneakStealthboyMult

Visual subtotal:

Visual factor = Attenuation * VisualContact * Light * Movement * Blindness * Stealthboy

It may be possible. Not sure if there are already functions available to GetLight, etc. I have the next few days off. I will look into it LORD willing. I would really love to do some work on this new mech model though DevP if you have any updates.

Edited by irswat
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Well I think it will be possible, but I am not certain at the moment how to get the value of the variable "light level" that is used in the detection formula. I haven't found a stock, NVSE, JIP, or Lutuana function that does this yet so there is a possibility one would have to script it from scratch. I'm not sure that I am interested enough in it to commit to be honest. If it doesn't seem too time intensive I'll consider.

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I do work and goto school part time. Reduced accuracy in the dark eh?

It may be possible. Not sure if there are already functions available to GetLight, etc. I have the next few days off. I will look into it LORD willing. I would really love to do some work on this new mech model though DevP if you have any updates.

 

OK I'll see if I can't put it together tonight. I'll probably just do just 2 or 3 physical damage levels, another level where the piece is smokeing, and another level where it's on fire. I'll try and post some ideas in re: to the framework as a whole as well. Ideally I'd like the mod to expand past a single mech or two in an adventure into a game within a game. Essentially building a system that could be balanced between teh various models strengths and weaknesses to provide strategic as well as FPS challenges. Like a mechwarrior game within NV.

 

 

Well I think it will be possible, but I am not certain at the moment how to get the value of the variable "light level" that is used in the detection formula. I haven't found a stock, NVSE, JIP, or Lutuana function that does this yet so there is a possibility one would have to script it from scratch. I'm not sure that I am interested enough in it to commit to be honest. If it doesn't seem too time intensive I'll consider.

 

I'm not sure you'll be able to tap into it via script, there's just no functions that relate to it. What I assumed TheBlob2 was getting at was simply detecting if there were bright light sources near by (and assuming if there wasn't it was dark). It's why I mentioned the reference walking function (lutana, to speed up your workflow). Essentially having a few formlists that range from Very bright light forms (LIGH) to very dim. If you get a hit (or two or whatever you decide the threshold is) on the very bright formlist you can stop there, and assume your done (there's adequate light). But if you don't get anything on the brighter light formlists, and just some hits on the dim light formlists you can apply a penalty to all actors in the area (damageAV -1 perception & agility, or whatever you guys want to set up as a penalty). If you don't have any hits on the dim light formlists you can assume your in darkness and apply a even greater penalty. And you can throw a couple of caveats in there for night vision or creatures that you think might have low light vision.

 

Anyway I'm not sure of the performance hit since you'll be testing against at least two formlists as well as using the ref walking to detect actors in the area, but the script itself doesn't have to be updated all that often. Even once a second is going to be plenty since light conditions are unlikely to change more quickly than that. And you can limit the range as well.

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Well I think it will be possible, but I am not certain at the moment how to get the value of the variable "light level" that is used in the detection formula. I haven't found a stock, NVSE, JIP, or Lutuana function that does this yet so there is a possibility one would have to script it from scratch. I'm not sure that I am interested enough in it to commit to be honest. If it doesn't seem too time intensive I'll consider.

what about a script that checks the light sources within a certain distance?

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  • 2 weeks later...

devin, can you make this mod the way you going to make it originally? like cells that have dungeon in their name at any time of day, and exterior cells at night giving all characters in them -40 guns / energy weapons / explosives during combat?

Edited by TheBlob2
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