Mktavish Posted August 10, 2017 Share Posted August 10, 2017 (edited) Indeed. I did everything you just described. :wink: Should BMGasTrapFire02 finally kill the player? That's a shoulda woulda coulda question.Should it kill the player = up to you .... would it kill the player = not presently I think .... could it kill the player = Hell Ya ! which you figured out on dmg and radius adjustment.of the explosion.If you want the fire to stop knocking down the player. On "BMGasTrapFireBurst You can look on bottom right of that object screen.There is a flag to say never knock down actor.Also you could set the damage higher ... is presently only 6 ... so set it to 50ish and see what happens. To clarify some things ... When the script says to DamageObject 5 .... it is saying to do 5 pts of damage to the "BMTrapGasFire01"Which then ... from the un seen script running it's damage stage ... will tell it to go to damage stage 1 ... where it starts self dpsing ... then Damage stage 1 leads to Damage stage 2. Where it tells it to place an explosion & disable itself . The trapgasfire activator ... does not detect damage like an actor would. It only knows to damage itself from the script that checks for the list. Which is an event to tell it to Damage Object by 5 pts.Then the damage stage 1 takes over and starts self dpsing. Otherwise that activator would never take damage. even if you dropped 20 grenades. Also when you input 20 on self dps .... that is not 20 pts of damage ... that is self damage by 20%.Now does it damage the over all health by 20% or 20% of what is left ? I dont know Can place explosions at 70 / 50 /20 ... health percent And maybe 25 & 3.2 would be better ? Edited August 11, 2017 by Mktavish Link to comment Share on other sites More sharing options...
Mktavish Posted August 11, 2017 Share Posted August 11, 2017 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? What if you rotated the activator ? Link to comment Share on other sites More sharing options...
Andyno Posted August 11, 2017 Author Share Posted August 11, 2017 (edited) What is that 25 & 3.2? Please explain... If I rotate it, it'll look much weirder, since my explosion is based on FatManNukeExplosion. I exchanged the mesh for ExplosionBigFiry.nif (BusNukeExplosion). It's not perfect, but better. Anyway, I think I'll leave it as it is for now... although I found another problem: To spice up the explosive situation, I put 2 Fire Ants in the cell. I set them patrolling paths, so they won't set off the grenade/shotgun traps on the floor... but for some reason one of the ants always sets off a grenade trap near the truck (at least I think it's the one near the truck). I thought it should be messed by:1. the fact that I initially used a COC command to get in the cell2. the fact that I added those ants AFTER I get in this cellSo I get to the cell properly (by door), and that ant still sets off that trap. Pretty confusing... Anyway, here's my updated file so you can see it for yourself: http://www.mediafire.com/file/gcjgcsoqggoy91t/BlackMesaDC.esp Edited August 11, 2017 by Andyno Link to comment Share on other sites More sharing options...
Mktavish Posted August 12, 2017 Share Posted August 12, 2017 What is that 25 & 3.2? Please explain... I was saying to fine tune those 2 input points ... Self dps to 25duration to 3.2 With that big of room and 3 levels of gas traps ... just looked not fluid enough imo. But what ever you think. I'll look at what your talking about with the fire ants and get back to ya. Link to comment Share on other sites More sharing options...
Andyno Posted August 13, 2017 Author Share Posted August 13, 2017 It's 4 levels, but anyway, what do you mean by "not fluid enough"? You think that room isn't sufficiently filled with gas? Or do you think that it looks like it isn't filled with gas at all? Link to comment Share on other sites More sharing options...
Mktavish Posted August 13, 2017 Share Posted August 13, 2017 No I mean how fluid the fire bursts spread visually... seemed to have a slight pulsing effect.But not a big deal really , just me being nit picky I guess. I'm not at home , so have not been able to look at your file yet. Link to comment Share on other sites More sharing options...
Andyno Posted August 14, 2017 Author Share Posted August 14, 2017 It's good you're nit-picking - it's a good virtue for troubleshooting. :thumbsup: Link to comment Share on other sites More sharing options...
Mktavish Posted August 15, 2017 Share Posted August 15, 2017 To spice up the explosive situation, I put 2 Fire Ants in the cell. I set them patrolling paths, so they won't set off the grenade/shotgun traps on the floor... but for some reason one of the ants always sets off a grenade trap near the truck (at least I think it's the one near the truck). Your talking about the Trip wire at bottom of catwalk stairs (UtlCatStairsEndGround01) Which the ant patrol does come kinda close to ? But I noticed you are using "DefaultWanderEditorLocation2048" AI Package ... Which as far as I know is just a sandbox type package. And following your linked idle markers in the designated direction , is just one of the things they will do.They can wander anywhere within 2048 units of their editor location based on the math equation it does to simulate randomness in their actions. However it looks like you may be able to simply alter the tripwire activator script.So make a unique ID of this item "TrapTripwire01" And then make a unique script name of this "TrapGenericTripwireSCRIPT"And select it on your new activator. Change this part of the script to look like this ...;====================================================begin onTriggerEnter Playerset self to GetSelf if armed == 1 && (PlayerRef.hasPerk LightStep == 0)playgroup Forward 1 activate selfset armed to 0endif end;==================================================== That is in theory though ... didn't test it. Link to comment Share on other sites More sharing options...
Andyno Posted August 15, 2017 Author Share Posted August 15, 2017 Nope. I'm talking about a tripwire near the truck - it is placed on the edge of the road. But that doesn't matter, because the ant could set off ANY tripwire that is nearby due to your statement. I knew I was something missing! :wallbash: So if I remove DefaultWanderEditorLocation2048 from the AI Packages tab, the ants will go exactly where I want them to go, right? Your script advise is nice, but not very realistic - if the player will lure ants to the tripwire, nothing happens, and that's not wanted. Link to comment Share on other sites More sharing options...
Mktavish Posted August 16, 2017 Share Posted August 16, 2017 (edited) Nope. I'm talking about a tripwire near the truck - it is placed on the edge of the road. But that doesn't matter, because the ant could set off ANY tripwire that is nearby due to your statement. I knew I was something missing! :wallbash: So if I remove DefaultWanderEditorLocation2048 from the AI Packages tab, the ants will go exactly where I want them to go, right? Yes if you switch to a patrol package ... then they will just spend time at the idle marker as long as you set it. going round and round. Your script advise is nice, but not very realistic - if the player will lure ants to the tripwire, nothing happens, and that's not wanted. No I'm not talking about the player luring ants to the trip wire ... I am saying to have the tripwire only activate from the player.Which I think would let you give the ants a sandbox package ... it would be like the tripwire is nonexistent to them. Edited August 16, 2017 by Mktavish Link to comment Share on other sites More sharing options...
Recommended Posts