overlord500 Posted December 29, 2011 Share Posted December 29, 2011 Hi guys, I would like some help if anyone can.I am trying to create a new effect where the bloody mess effect (high potency of exploding/dismemberment) can be turned into an effect where the actor (which will possess this effect as a value > 0) will end up with the same effect of suffering a bloody mess death.For example, the original bloody mess effect (when the actor possesses this variable > 0) will have a high chance of dismembering its victim when killed, but I want for say, a machine actor to have the same effect (exploding) when killed without the killer having the original bloody mess effect. (ie. The machine actor will hold the new effect variable > 0). Any ideas on how to approach this? Link to comment Share on other sites More sharing options...
overlord500 Posted January 26, 2012 Author Share Posted January 26, 2012 Bump. Link to comment Share on other sites More sharing options...
caramellcube Posted January 26, 2012 Share Posted January 26, 2012 Not sure how bloody mess works, but have you tried using the KillActor command within an OnDeath script block to cause dismemberment? I think there's an effect used by Liberty Prime's weapons to cause explosive dismemberment too that you might be able to use with CastImmediateOnSelf in an OnDeath block. Haven't tested either though. Link to comment Share on other sites More sharing options...
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