†TYRANICK†™ Posted December 31, 2008 Share Posted December 31, 2008 Hey all, this is a copy and paste from my Beth forums GECK questions thread...I can't seem to get any help there, so here's hoping you guys on here can get me started :). Here's the post: Well for anyone that has been following my PA mod (or not...:P) the time has come for me to start being clever! *Facepalms are spotted around the room...* lol. Anyway yes, I'm pretty new to the CS way of scripting or well any form of scripting within this engine. I've worked with a bit of lua, but mostly XML but of course that won't really do. So I have a few questions, any help would be much appreciated ^^: 1) How do I add a new "effect"? For example...I want to create a "Explosion Resistance" effect to add to my new armours, also along with a Energy Resistance effect, and if possible and "Anti-Emp" effect (Something which makes it so the armour resists damage completely from EMP type explosions..for use in my more complicated plans) 2) This one mite be a little more difficult...but I'd like to add an effect where certain traits/benefits/bonus's etc ARE ONLY active if the player has a certain amount of AP. Basically I'd like some kind of system which goes like: "Player has custom power armour. Custom power armour has a shield (for example). Shields power is relative to players AP. If AP drops to 0 shield fails, players take full damage. Player must exit combat completely for X amount of time for both the AP to regenerate and the shield to come back online." And/Or a completely new/separate "meter" for the shield to work off...but I personally think it would be less tedious to allow for a AP draining/relative effect. 3) DR Based attribute changes: "When X armour is at X DR. Enable or disable said effect/benefit of the armour..." 4) Also...some kind of thing which activates a "health drain/damage" effect upon the lines of: "If the DR of X armour reaches below X%, X's effects cant be applied (for example the shield), so after say...some sort of timer for X seconds, apply damage to health based of a % relative to DR INSTEAD OF re-activating the shield" ...So yeah. I realise that's probably not going to be very easy to do at all (or it might be...I don't really know). But for now for my first version/WIPz Release...I think I'd just like to focus on number 1 for now :). Thanks in advance and I hope you can help. As I really want to my mod to pull through this time ^^. :thanks: Link to comment Share on other sites More sharing options...
ar13 Posted December 31, 2008 Share Posted December 31, 2008 I can't answer all your questions, but I hope I can at least get you pointed in the right direction. To create a new effect, open up Game Effects / Actor Effect / Ability. Right-click / New. Give it an ID, a name, and select Type is Ability. Right / new in the effects area. This brings up the Effect Item dialog, where you can select the effect and what conditions apply. To call it, use addspell and removespell. For example, I gave my follower a piplight, and then in the dialog topic scripts I have MikaSniperREF.addspell MikaFlashlight and MikaSniperREF.removespell MikaFlashlight. ----Sorry, on rereading your post, I think I missed your point. I suspect you will need to script these effects. Link to comment Share on other sites More sharing options...
†TYRANICK†™ Posted December 31, 2008 Author Share Posted December 31, 2008 I found it! Well for my first question anyway ^^! Thanks ar13, you at least made me look a little deeper in the geck ^^. You have to go into base effects, then "add new" then you just select from the list "EnergyResist" and away ya go! Heh, well that's 1 down, now for the rest Ok new status 1) Done!2) May have a clue how i can do this ;)3) Again...may need a boost here from someone 4) ...I need someone whose good with timers and stuff :P Link to comment Share on other sites More sharing options...
Smurf_Impact Posted December 31, 2008 Share Posted December 31, 2008 2. In your ability or enchantement conditions, select AP >= X where X is the amount you want as a minimum. 3. I think you can do the same as for the enchantments, however I'm not sure that you can target the Armor instead of the player in the enchantement conditions. 4. You will need to go through a script associated with the armor. You will need to change the gamemode update interval from 0.5 seconds to X seconds and the put the script effect that you want and the conditions that you also want. Link to comment Share on other sites More sharing options...
†TYRANICK†™ Posted December 31, 2008 Author Share Posted December 31, 2008 2. In your ability or enchantment conditions, select AP >= X where X is the amount you want as a minimum. 3. I think you can do the same as for the enchantments, however I'm not sure that you can target the Armor instead of the player in the enchantment conditions. 4. You will need to go through a script associated with the armor. You will need to change the gamemode update interval from 0.5 seconds to X seconds and the put the script effect that you want and the conditions that you also want. Thanks for the reply :) 2) Umm...then what? Ok...here's what i want to do in more detail. "Player has shield (Lets say its...ERS/RRS/DR/FRS Basically resistance to all up to say...a value of 90). When player takes damage, that amount of damage (or a % of that damage, say 20, i take 2) is taken off my max number of AP. As I keep taking damage...my AP's keep going down, when they reach 0 (or whatever value) shield shuts off (My resistances are back to normal) damage taken from the AP bar is disabled (because i have no AP left), player now takes normal damage until AP's are restored. Once AP's are depleted...they take say...15 seconds to kick in the regeneration of them. As AP's regenerate, "shield" effect is re-applied...and repeat" I'd also like to somehow add a cool visual effect and sound effect whilst the shield is up, but that sound far to complex atm ><! 4) I have no script associated with the armour, none of them do apart from the medical and others but they don't have timer intervals, care to post a skeleton code? I think i may have to make new scripts from scratch i'm guessing. Link to comment Share on other sites More sharing options...
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