TheBlob2 Posted March 22, 2015 Author Share Posted March 22, 2015 On this site, sending a personal message rarely gets any response, I've learned that from experience Link to comment Share on other sites More sharing options...
devinpatterson Posted March 22, 2015 Share Posted March 22, 2015 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. Link to comment Share on other sites More sharing options...
TheBlob2 Posted March 22, 2015 Author Share Posted March 22, 2015 sent him a message, now we play the waiting game Link to comment Share on other sites More sharing options...
irswat Posted March 22, 2015 Share Posted March 22, 2015 (edited) 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 fSneakStealthboyMultVisual subtotal:Visual factor = Attenuation * VisualContact * Light * Movement * Blindness * StealthboyIt 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 March 22, 2015 by irswat Link to comment Share on other sites More sharing options...
TheBlob2 Posted March 22, 2015 Author Share Posted March 22, 2015 irswat, if you have any new developments about this mod, big or small, dont be afriad to post it on this thread Link to comment Share on other sites More sharing options...
irswat Posted March 22, 2015 Share Posted March 22, 2015 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. Link to comment Share on other sites More sharing options...
devinpatterson Posted March 22, 2015 Share Posted March 22, 2015 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. Link to comment Share on other sites More sharing options...
TheBlob2 Posted March 24, 2015 Author Share Posted March 24, 2015 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? Link to comment Share on other sites More sharing options...
devinpatterson Posted March 24, 2015 Share Posted March 24, 2015 what about a script that checks the light sources within a certain distance? That's the reason behind the reference walking. Once you have the refs you can use getDistance to see how far light sources are from you, from an enemy, getLOS to see if there is a direct line of sight etc. Link to comment Share on other sites More sharing options...
TheBlob2 Posted April 3, 2015 Author Share Posted April 3, 2015 (edited) 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 April 3, 2015 by TheBlob2 Link to comment Share on other sites More sharing options...
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