FlashyJoer Posted March 25, 2018 Share Posted March 25, 2018 Hi all, Two items today. 1. How does the game know when to apply ammo weight when in survival mode and not to when in regular game play modes? Ive gone through the HC_manager script, game settings, magic effects, perks and look at the HC_Rules but can find nothing that changes weights as relating to ammo. The forms themselves (ammo) have the weights, but I am wondering how the engine enables and disables weight calcs based on game mode. 2. How does the game create Acoustic Spaces when the player builds a settlement roof item, so that rain cannot penetrate it and more importantly, is there a way via papyrus to check if the player is inside one of these Acoustic Spaces under a roof item? Any insights would be wonderful. Thanks in advance! Link to comment Share on other sites More sharing options...
Greslin Posted March 25, 2018 Share Posted March 25, 2018 I'll answer #2 for you. I got this tip off fadingsignal, the technique he used with True Storms and that I later used with Insult To Injury. There are about a dozen or so occlusion space markers, generally placed within the "fake" interiors such as the ruined houses in Sanctuary. You have to create a formlist of those markers, and then do a recurring check to see if the player is near one. This is the function I'm using in my ITI mod: bool Function IsPlayerNearSoundMarker() Actor PlayerRef = Game.GetPlayer() SoundMarkerArray = PlayerRef.FindAllReferencesOfType(ITI_FList_RainSoundMarkers as Form, 512.0) If (SoundMarkerArray.length) doMessage("Player in pseudo-interior space") return True Else return False EndIf EndFunction You can find that list of markers in the ESPs for either my mod or True Storms. It's not 100% foolproof, but for the most part that function will usually return true if the player is somewhere that would kick off the rain acoustic muffle. Again, can't take credit for it. Thank fadingsignal. Link to comment Share on other sites More sharing options...
shavkacagarikia Posted March 25, 2018 Share Posted March 25, 2018 (edited) 1) that is hardcoded so you cant view how its done2) Acoustic space is used for audio. Im not sure if it does anything to rain penetrating roof Edited March 25, 2018 by shavkacagarikia Link to comment Share on other sites More sharing options...
Berserga23 Posted April 3, 2020 Share Posted April 3, 2020 (edited) Not to Necro such an ancient thread but I just wanted to point out that this works as well, and seems pretty reliable: Actor Property PlayerRef Auto ObjectReference Shelter = Game.FindRandomReferenceOfAnyTypeInListFromRef(_T_PO_Markers, PlayerRef, 512.0) If Shelter == None && PlayerRef.GetParentCell().IsInterior() == False Debug.MessageBox("You are EXPOSED!!!!!!!!") Endif Note: _T_PO_Markers is the same formlist copied from Greslin's mod. ---I'm Tentacus, my old account is lost due to lost E-mail account. Edited April 3, 2020 by Berserga23 Link to comment Share on other sites More sharing options...
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