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fallout 4 styled ai packages for monster attacks?


xzanderain

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What about the Deathclaw and Yao Guai Roar and Stomp, that can cause your character to flinch.

There is a HUD Shudder function, so potentially it could be done using that. We have a few functions to identify animations (groups playing, and some specific actions like attack, reload etc) to link the HUD Shudder, but I'm not aware of a deathclaw roar or stomp animation. And if those two don't exist a animator would have to make them.

 

 

Maybe also add some heavy footsteps to Adult Deathclaws or unique ones like the Mother, Alpha, Legendary, Blind or maybe even Rawr.

Sound profiles can be changed for critters, so I think a unique sound or the same sound edited for a higher vol is probably do-able. There is also a function to determine if a actor is running (or forward group is playing) and the HUD Shudder could probably be tied to that. The hud shutter has different levels of intensity and the script could also poll the distance between the player and the gargantuan actor to adjust that.

 

If you want I can try to experiment with it a bit, maybe whip up a little demonstration.

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What about the Deathclaw and Yao Guai Roar and Stomp, that can cause your character to flinch. Maybe also add some heavy footsteps to Adult Deathclaws or unique ones like the Mother, Alpha, Legendary, Blind or maybe even Rawr.

Thats what i have been saying That the monsters need tweaked to the extreme since fallout 4 really polished combat with monsters. I am hoping the combat gets totally gets retrofitted as That was one of the major failures in the old games. with updates like that newvegas and fo3 would be a whole new game.

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As most fans know the creation kit for FO4 dropped today. I took a look at the fo4 deathclaw script and they use camerashake and rampRumble functions which we don't have (although we do have a setRumble). So going back to my previous post, if anyone remembers a camera/cam shake in FO3 or FONV, post when and where and I'll track it down. But if no one is willing to do the footwork to help out I'll probably 86 any further work on this project.
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As most fans know the creation kit for FO4 dropped today. I took a look at the fo4 deathclaw script and they use camerashake and rampRumble functions which we don't have (although we do have a setRumble). So going back to my previous post, if anyone remembers a camera/cam shake in FO3 or FONV, post when and where and I'll track it down. But if no one is willing to do the footwork to help out I'll probably 86 any further work on this project.

 

Remembered one, the crawler nuke from broken steel. Turns out they don't use triggerHUDShudder either (but rather some explosions), maybe it's just a dead function.

 

another example (also more than likely an explosion) is when you blow up the brotherhood bunker and step outside, theres a rumble to simulate that the bunker blew up.

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As most fans know the creation kit for FO4 dropped today. I took a look at the fo4 deathclaw script and they use camerashake and rampRumble functions which we don't have (although we do have a setRumble). So going back to my previous post, if anyone remembers a camera/cam shake in FO3 or FONV, post when and where and I'll track it down. But if no one is willing to do the footwork to help out I'll probably 86 any further work on this project.

You might be able to find that info in the ttw community not sure though I am not a modder. But it would be great to see this project become something larger than a couple guys just working on it alone.

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You might be able to find that info in the ttw community not sure though I am not a modder. But it would be great to see this project become something larger than a couple guys just working on it alone.

No, TTW wouldn't have any inherent advantage in it's knowledge base vs nexus regarding this subject. I'm active over on TTW, but I don't bring TTW related subjects to nexus as I'm not sure on it's official status (supported, discouraged or a policy problem).

However you can make a request there if you wish.

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Did some testing with explosions that may be of use to you devin.

So the game uses explosions to cause the camera shudder during some scripted events (like the Brotherhood bunker blowing up.) But there's no settings on the explosion form controlling this behavior.

So I tried adjusting each setting to see how it affected camera shudder. As it turns out, for some completely unfathomable reason, the form MUST have a sound attached to it. Which sound you choose seems to be completely irrelevant as it doesn't change the shudder amount one bit. So you can use one of the sounds with empty placeholder sound files (I used UIMenuTab) to avoid a sound playing but still have shudder.

This is the settings you'll want to have in your explosion form:

  • Sound (either Sound 1 or Sound 2, it doesn't seem to matter which) set to play an empty placeholder sound.
  • Art file must also be set. Use "effects\fxnullexplosionart.nif" to have no visual effects.
  • Make sure to check Ignore Imagespace Swap, otherwise you will get a flashing visual effect.
  • Radius should also be set. Something like 400 or 500 might be a good choice here. It will lessen the amount of shudder the further away you are from the impact zone.

Leave everything else at the default values, you don't need it. Now you can simply toss the explosion anywhere you need it with PlaceAtMe (no cleanup needed as this happens automatically with explosions.)

As for deathclaw animations, that is completely above my paygrade. :tongue:

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