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Water not refracted


Andyno

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Indeed, I'm pretty confused already, but that's nothing special in my case. :tongue:

But maybe I figured out what you're aiming at - you want me to have (for example) 781 ordinary gas traps in the room, plus 1 custom gas trap with all that custom stuff (custom imagespace modifier, custom explosion). So this custom gas trap activator is the one that will finally kill the player! Awesome! :dance: I'm not sure if I got the point, nor if this actually works, but... it should, right?

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No ... rough estimation looking at your image ... you would place about 32 overall Trapgas activators. Duplicate the vanilla object making your own base-Id and place those ... not the vanilla ... And Place them touching each other , as if you were placing floor pieces ... 32 snap to grid works fine.

 

On that objects window (base-ID) click the "Edit Destruction Data" Then double click the second line , which is Destruction Stage 1 ... and change the self dps to 20.

 

Just do that for now ... then will tell you next step.

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That image was just for imagination. I need to fill the whole room with gas traps, not just several gas traps. Not mention about the fact that the room you saw on the picture is not the room I'm trying to fill with gas. I just used that cell for demonstration - I had it opened in my render window at the moment. A misunderstanding... :wink:

 

Here is the gas room. At the center of the picture you can see a trigger I was trying to make an killing explosion from your first script suggestions. :wink:

gastraproom.jpg

 

BTW, what's the next step? :ohmy:

 

EDIT:

I forgot to ask: What's wrong with my theory I just mentioned above?

Edited by Andyno
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OIC ... but still the first step is the same ... and 781 triggers overlapping like that is just way to many like you found out causing lag.

It would help me if you just tell me what the cell name is ... then I can look at it in geck.

And it is looking like the cell is 2 stories high ? inwhich you would like it to be 2 levels of gastraps ?

Which is fine too.

But the next step would be after you test in game to see how the fire spreading effect is slowed down.

 

Also a good way to test it ... is have a trip wire set up on one end which will trigger grenades on the other end.

So then you can see the full cascade effect. I'm guessing with the way I have seen you name things ... you will just take the vanilla object "TrapGasFire01" And add BM to be "BMTrapGasFire01" which knowing that will help me make specific directions for next steps.

 

Also the other reason for making your own TrapGasFire ... is so that you can alter the script and formlist it uses later when you want to have other mods add their items.

Edited by Mktavish
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You can see the cell name in the picture I just posted, although I don't know how it helps you, because in your file the gas traps are not yet placed (as I said before).

 

2 levels you say??? Ha!!! It's 6 levels total! Where do you think all that 782 gas traps are coming from? :laugh:

 

Like I said - I'm pretty happy how the fire spreads with vanilla gas trap, so no need to make a custom one.

 

What script? I thought you want to achieve this mechanically - without the script...

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It will help me because I will be able to see the space and how to fill it with normal sized "BMTrapGasFire01"

 

Sorry ... I didn't mean name ... I mean the Form-ID ... and looks like all your cells start with "BlackMesa"

But under the name ... I didn't see any as GasTrapRoom.

 

Your right we are not going to alter the script for the mechanical portion ... but you said you would like to be able to add weapons from other mods to set off the gas traps. Therefore we would have to alter the list , which means altering the script , which means altering the activator.

 

Just please do what I'm saying ... it will make sense later.

So I guess for starters .... remove every gastrap in that room ... and any explosions and markers for them.

And please tell me what the form ID of the cell is.

 

OIC ... it is BlackMesa34 ... sorry missed it

Edited by Mktavish
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Hey nice design work ... your attention to detail is way awesome , as always :thumbsup:

 

So counting up normal sized TrapGasFire activators. the most I could see needing to put in there is about 450 .

 

Unless that lower section is an incompleted floor ... with no floor. I thought maybe it was just a cut paste from the last level below it to get your bearings ?

 

But a cubic section of 12 x 12 x 3 = 432 will cover most of it , with some sections not needing fairly good sized chunks ... So you can move them around to fill some nooks. And imo ... you don't need the top 4th level just above the nukes filled with gas ... the player will never see it. However you can place a few special activators up there , and give them different explosions.

 

Add edit ... one more thing just incase you didn't know.

 

Placing the activators ... you see a gray box ... but the selection lines , will be outside of those.

And when placing them touching ... I do mean the gray lines , so they end up making a thicker line.

Not the selection lines . which do overlap.

Edited by Mktavish
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but you said you would like to be able to add weapons from other mods to set off the gas traps

 

You're looking to the future - that's very wise of you. :thumbsup:

 

Just please do what I'm saying ... it will make sense later.

 

Allright, I did as you said. I used only 1 level of gas traps - for the testing it's sufficient. And I must admit that 3.5 seconds are much better - the player should actually notice that his end is coming... :devil: Although I'm still lost, and eager what this is for. Still wonder why I had to exchange SelfDPS value of 50 for 20...

 

Hey nice design work ... your attention to detail is way awesome , as always

 

Thanks, much appreciated. :yes:

 

Unless that lower section is an incompleted floor ... with no floor.

 

I don't know what you're talking about. There's nothing incomplete in that cell. I completed it just before I asked you for help - the gas trap feature is the last thing that must be done in this cell.

Edited by Andyno
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Ok so you have duplicated and renamed "TrapGasFire01" to "BMTrapGasFire01" ?

Then placed "BMTrapGasFire01" in your cell & duplicated it many times touching each other ?

 

Then you went to "GasTrapISFX" duplicated and renamed to "BMGasTrapISFX"

Then at bottom screen of that object , changed the duration to 3.5 ?

 

Then you went to "GasTrapFireBurst" duplicated and renamed to "BMGasTrapFireBurst"

And on its screen ... you changed the "IS Mod" drop down to your new "BMGasTrapISFX"

 

Now going back to "BMTrapGasFire01" click on the "Edit Destruction Data"

Then double click the second line (Destruction Stage 1) and change the self dps to 20 ...

Then double click the third line (Destruction Stage 2) and change the explosion to "BMGasTrapFireBurst"

 

The reason to change the self dps ... is so destruction stage 1 lasts longer , therefore not placing the explosion that sets off the next "BMTrapGasFire01" to soon. And the reason to increase the time on "BMGasTrapISFX" is so the visual fire effect doesn't disapear before the next "BMTrapGasFire01" appears to be ignited. It requires both those adjustments to slow down the cascade effect and have an even fluid look to it.

You can fine tune those 2 numbers a bit if you want ... I just mention them as a good starting point.

 

OK so now all you have is a room full of gas to explode in a chain reaction. But you would like it to appear to set off other objects around the room that would explode ... which would have different kinds of explosions.

Like if there were crates full of explosives / barrels ... and namely those 2 missiles hanging from the ceiling ?

 

So instead of placing different types of activators ... I'm suggesting to just utilize the same type.

Like pick one of them by those crates , bring up the Ref window of it , and click "Edit Base"

Duplicate and rename "BMTrapGasFire01" to "BMTrapGasFire02" for example.

And on its destruction stage 2 ... insert a new explosion ... what ever from the vanilla list ... but I suggest using "MinePlasmaExplosion" for testing because it is green and easily seen. And no need to adjust the vanilla explosion and its image space modifier ISFX.

But you can still adjust the self dps on the destruction stage 1 of "BMTrapGasFire02" ... of course it is already adjust to 20 ... but slowing that down may be good to simulate it taking another second to set off.

And you could even insert more destruction stages to have multiple explosions ... just keep the last one as 0 health percentage & flagged as Disable Object.

 

However ... you could take some of those statics , the crates and the missiles ...

And turn them into a movable static that will react like the exploding cars / truck / bus ... so have a look at the objects under

Movable Static / Vehicles ... and study their destruction stages. Pretty sure they will be able to start self dpsing with the "BMGasTrapFireBurst" explosion as long as they are within one of the "BMTrapGasFire01"

Edited by Mktavish
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Indeed. I did everything you just described. :wink:

 

Should BMGasTrapFire02 finally kill the player? You know, I realized that I actually don't need another explosions, because all other objects (other traps, exploding barrels) got its own explosions. So I just need one to place it near those nukes (as you correctly mentioned). I suppose BMGasTrapFire02 should be surrounded between several BMGasTrapFire01 activators, right? If your answer is "yes", then it's exactly the same thing I described in the post #31, except the fact that instead of chosing a MinePlasmaExplosion I chose BMGasTrapKillExplosion, which is my custom explosion aimed at killing the player. I changed these values: Force 1000, Damage 5000, Radius 9000. And... it finally killed me! :dance: It didn't work for the first time, because I set Radius to 1000 - I thought it's sufficient...

 

Now to some minor adjustments:

The gas trap always knock downs player, so he can't properly see how the fire spreads, nor the killing explosion. Another problem is that I placed BMGasTrapFire02 too high (where those nukes are), and since my BMGasTrapKillExplosion is based on FatManNukeExplosion, it looks somehow weirdly when detonated from above. What do you think?

Edited by Andyno
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