DaemonGrin Posted July 14, 2015 Share Posted July 14, 2015 Trying to setup a self-destruct effect script for custom creature. There is a problem with linking the custom bodypartsdata to a ragdoll so I figured out a work around, this was it. I want to use the laserdisintegration effect. as such - scn DGHuskDeathEffectScript Float Timer Short DoOnce Short IsPile Begin ScriptEffectStart PMS DGLaserGreenCritGlowFXShader PMS DGeffectLaserGreenDisintegration Set Timer to 1.8 Set DoOnce to 0 Set IsPile to 0 End Begin ScriptEffectUpdate If DoOnce == 0 If IsPile == 0 If Timer <= 0.5 AttachAshPile Set IsPile to 1 EndIf EndIf If Timer <= 0 SMS DGLaserGreenCritGlowFXShader SMS DGeffectLaserGreenDisintegration Set DoOnce to 1 EndIf Set Timer to (Timer - GetSecondsPassed) EndIf End I removed the mrhouse statement and the setcriticalstage because I think that involved the crit effect in weapon setup. I setup the base effect and then the actor effect which I added the condition GetDead == 1 and it runs on subject. I attached the actoreffect to my creature but it doesn't take effect in game. Any suggestions?Geoff EDIT - Also want to add I tried the add destruction that works but leaves nothing behind to loot ammo or w/e from and I can't access the replace model it's greyed out? Link to comment Share on other sites More sharing options...
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