FlashyJoer Posted November 9, 2017 Share Posted November 9, 2017 Good morning all, I am looking to add a magic effect ingame where companion NPC will randomly be sick during radstorms. I have the firing mechanism in place but I cannot get the decal to appear in the game world when the effect kicks in. I know the effect is firing, because i can hear the choking on water sound, but yeah, the decal of plasma goo does not show up on the ground. Can anyone assist me in figuring out how to make the decal appear at the NPCs location at time of effect triggering? I have the effect set up at this time, as shown in the attached SS. Link to comment Share on other sites More sharing options...
FlashyJoer Posted November 9, 2017 Author Share Posted November 9, 2017 Okay, so Ive found that if I add an Activator property for GooPile01 (plasma goo pile) in an attached Effect script and then use RefAlias.PlaceAtMe(Goopile01) in the onEffectStart() event, it actually adds the item to the world at ground level, centered on the NPC at full size. Setscale and Setposition do not work on Activator, so I will try to use it as an Object Reference add see if that works or not to size it smaller and offset it to be in front of the NPC. What Im struggling with, aside from scale/position, is how to erase the goo pile after a set amount of time. I am in process of trying out a GooPile01.delete() function in the OnEffectFinish event to see if that works, but Im sceptical that using this item as an Object Ref is going to work at all... if I leave it as an activator, the goo pile remains in the world, days after it was spawned and even fast travel out of the cell and then walking back to it, its still there... I need it to go away after a set amount of time, otherwise the commonwealth is going to be VERY pukey... Thoughts? Link to comment Share on other sites More sharing options...
FlashyJoer Posted November 9, 2017 Author Share Posted November 9, 2017 ObjRef = no go, wont even spawn the goo now. And of course, delete and setscale do not work on activators... so Im at a loss.... certainly dont want gameworld persistent puke everywhere! Link to comment Share on other sites More sharing options...
FlashyJoer Posted November 9, 2017 Author Share Posted November 9, 2017 Getting somewhere... figured out I can add a script to the Activator which is of the Object Reference variety and setscale works! :) Now if I can only figure out how to make this disappear after like 30 seconds... anyone??? Link to comment Share on other sites More sharing options...
FlashyJoer Posted November 9, 2017 Author Share Posted November 9, 2017 Wow... who knew it would be so simple... in the objref script: AliasREF.PlaceAtMe(Puke_Obj)Utility.Wait(30.0)Self.Delete() And the puke disappeared from the game world! :) Link to comment Share on other sites More sharing options...
ThoraldGM Posted November 10, 2017 Share Posted November 10, 2017 Are the victims stumbling too? This is a cool mod idea. The only sick person I recall in the game is the guy in Far Harbor. Link to comment Share on other sites More sharing options...
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