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Water not refracted


Andyno

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So you can see a refraction from under water?

 

I never use reflections in my mods (original devs doesn't use it very much either), so I don't bother with it. Refraction is sufficient, I think (many modders doesn't use it at all).

 

Thanks for the script... So actually I don't need to use TrapGasFire01? I thought it would be nice to have that distortion effect...

 

The Vault87TrapGasSCRIPT is reffering to 2 weapon lists. I don't need the other one?

 

In the cell there will be some other traps that can trigger the main gas trap - TrapGrenadeBunch and trapShotgun, but when I use Player.GetEquipped, these additional traps are useless.

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Ya refraction happens when looking through water. When above the water surface , you see things under water refracted ... When below the water surface , you see things above the water refracted.

And I was only checking in geck from below surface. Because reflections which are only seen from above , can make you not able to see under the water.

 

 

I only saw this list in the script "ExplodesGasTrapsOnTouch" Whats the other one ?

But you could just insert your own list in there except it is projectiles that you want in the list.

The damage is I guess taken care of in when it says "do 5000" what ever that is ?

Could also just insert another explosion there.

 

But I see no reason you couldn't just place the gas trap with its script , then place another area trigger in the same space with my script to take care of all the weapons that shoot a projectile. And just have your explosion in that script be something with flamer effect to ignite the gas trap at same time.

 

That's just my idea to solve the problem , since that other script is a bit perplexing to me , and I'm sure there is a more efficient way ... but unless it causes severe lag while moving through the triggers , meh ^shrug^ the player is dead then anyways right ?

Edited by Mktavish
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Strange, I cannot see the refraction from under water in my GECK.

 

The other one is ExplodesGasTrapsOnHit.

 

So let's say I put a TrapGasFire01 + trigger with your script in my cell... but what happens, if the player has some non-standard weapons (from other mods)?

 

And just have your explosion in that script be something with flamer effect to ignite the gas trap at same time.

 

I'm sorry, I think I don't understand this...

Edited by Andyno
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Oic , I guess I missed that one because it was in the Begin line.

 

And I see that projectiles are not needed , so scratch what I said about that.

 

There ya go , looks like that is all you need ... no need for a new area trigger and script. Nor to have an explosion with flamer effect to set off the gas trap.

 

And for mods with other weapons ... you need to use "AddFormtoFormList" and or "ListAddForm"

 

Err atleast I think you need to use those ... as far as I know , that is a common need for mods ... should be plenty info out there on how to have your mod check forms in other mods that are not in your list ... then add them.

I myself probably don't know much more about it than you.

 

So is the gastrap presently not killing the player ?

If not then just put a line below both the "do 5000"

 

Using http://geck.bethsoft.com/index.php?title=KillActor

 

or could "Player.PlaceAtMe BusNukeExplosion " for example

 

 

And on your Refraction issue ... at this point I am guessing it's specific to your system and the level of detail it will display. Because your file is refracting fine for me. But also you have to get close enough to the surface sometimes , before it will kick in , otherwise it's just showing the water surface ... as in what the toxic dump water shows because of opaqueness. But even that one will refract when close enough for me.

 

But oh ya ... the oasis 1x2 in cell 27 ... that you have scaled up by 10 ... its definitely lost most if not all of its ability to refract. Which indicates scaling the waters up like that is not desirable if you want them to refract. The ones you scaled up by 4 , were still working pretty good.

So I would make that one out of multiple water pieces to fix it.

Edited by Mktavish
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When the player will fire any projectile gun, the trap should be triggered, so what do you mean by projectiles are not needed?

 

AddFormtoFormList and ListAddForm are totally new to me, so I don't understand... You suggest to add ALL the weapons in ALL existing mods to my new form list? :ohmy:

 

What do you mean by presently killing? You mean if the player will die immediately after triggering a trap? I thought that it should be like this (see the picture).

 

f3gastrap.jpg

 

As you can see, there are several gas traps connected to each other. When the player (XMarkerHeading) will fire a gun (or throw a granade... etc.), the trap will trigger, and create some kind of chain reaction that will set off 2 explosions (2 XMarkers). If one of the explosions occur, the player will die. That's it.

 

I'm sorry, I should post this image long time before... although I'm not sure if this answers your question... :confused: Of course, this is just my idea, and if you know about something better/more effective, please let me know...

 

 

You're right - I had to be close enough to see the refraction when viewing from underwater. :thumbsup:

I also scaled down that huge water as I could, and now everything looks much better. Thanks! :thumbsup:

Edited by Andyno
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When the player will fire any projectile gun, the trap should be triggered, so what do you mean by projectiles are not needed?

 

I thought the OnHitWith block would need to check for projectiles (specific form ID's of them) But it appears passing the form ID of the weapon they came from is sufficient.

 

AddFormtoFormList and ListAddForm are totally new to me, so I don't understand... You suggest to add ALL the weapons in ALL existing mods to my new form list? :ohmy:

 

No there is a way for your mod to check what other mods the user is loading ... which checks for types of items , and compares your list to see if they are on it. Then if not ... they get added to your list the gas trap is checking for.

But I don't know much more about it , than it is possible. Hence you might as well do the research. Start another thread asking about it I guess.

 

What do you mean by presently killing? You mean if the player will die immediately after triggering a trap? I thought that it should be like this (see the picture).

 

Well your first question I thought was about how to know what the damage is , then you said ... basically the player should die ... but did you mean not every time ? And I was asking ... without the x marker explosions you are placing ... how much damage is the gas trap doing presently ?

 

f3gastrap.jpg

 

As you can see, there are several gas traps connected to each other. When the player (XMarkerHeading) will fire a gun (or throw a granade... etc.), the trap will trigger, and create some kind of chain reaction that will set off 2 explosions (2 XMarkers). If one of the explosions occur, the player will die. That's it.

 

But I guess looks like you got it doing what you want ?

 

I'm sorry, I should post this image long time before... although I'm not sure if this answers your question... :confused: Of course, this is just my idea, and if you know about something better/more effective, please let me know...

 

 

You're right - I had to be close enough to see the refraction when viewing from underwater. :thumbsup:

I also scaled down that huge water as I could, and now everything looks much better. Thanks! :thumbsup:

 

No problem ... glad you figured out the refraction.

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Now I'm pretty confused as usual... so how to make this happen? What do I need if you said your script is not needed? All I can do is place that gas traps in the cell, but don't know how to set those XMarkers as explosions. Also, another thing just came into my mind - when all of the explosions will occur, there should be one last huge explosion at the player, so it actually kills the player (as you suggested in your script).

 

I didn't even know that such thing as AddFormToFormList exists, so you know about it more than me. I'll ask for the help in the new thread later - now I'd like to focus on those explosions...

 

Yes, player should die everytime he decides to fire any gun. Here's the video of what I'm trying to simulate. The room is full of traps, and when the one trap is set off, the player dies.

https://youtu.be/RFlBfYZJmuA?t=1372
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OK so that video gives me an idea of what you are wanting now. Which is a cascade explosion effect ... from far in the room away ...to right in front of the player killing them. Lasting about 3 sec ?

 

And while I know this could be done within the gastrap script only ... instead of going through all the testing adjusting / breaking / fixing that script.

Maybe my idea of placing another area trigger with script ... will be the faster / easier way ???

 

And like you originally mentioned ... yes it will need a timer so as not to explode all the Xmarkers at once.

 

Is this what you're looking for ? Before I go working it up ...

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You mean 3 seconds from firing a weapon to player's death? I cannot say how long this should be because this time should depend on the distance between player and the explosion marker, so if he fires a weapon right next to the explosion marker, he should be dead in less than 3 seconds... I suppose...

 

I don't know how this could be done within any of existing scripts, because none of it contain that explosion markers references I need...

 

Well, if you say you can achieve that by an area trigger, then do it. I'll test it and post here my opinion...

 

BTW, here's another video that may help - at least I know that gas trap works perfectly with grenade trap...

https://youtu.be/SCLGDQcf7Nk?t=49
Edited by Andyno
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Well it looks like the gas trap itself (based on that video) has a cascade effect.

 

So to just utilize that keeping things simple. How about placing small area triggers in place of the Xmarkers.

Like about a 1 or 2 cubic foot box. Just making one , then duplicating it , placing them around inside the gastrap area , where you want the extra explosions to originate from.

 

And attach a script like this to the base form ...

 

~~~~~~~~~~~~~~~~~~~

scn MyExplosionSCRIPT
ref enteringObject
begin onTriggerEnter
set enteringObject to getActionRef
if (enteringObject.HasMagicEffect FlamerMagicEffect == 1)
PlaceAtme.MyExplosion
endif
end
~~~~~~~~~~~~~~~~~~~~~~~
The green text is what you name it ...
And on your custom explosion ... just give it enough damage to kill the player with whatever proximity you are wanting.
Will take some testing to fine tune it.
Edited by Mktavish
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