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Gassing a room?


SithRevan

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I know that it possible, I just don't know how to do it. Could somebody lend me assistance?

 

Also, there are characters in this room that I do want to have effected by the gas so if you could tell me how to do that as well it would be much appreciated. Thanks everyone.:D

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I know that it possible, I just don't know how to do it. Could somebody lend me assistance?

 

You mean like you can do by hacking security computers at various locations in the game?

 

This is usually done by placing a series of waypoints within the room that should be gassed, acting as gas vents that form an even coverage of the whole room. Then in a script you call the UT_GasRoom() function found inside the k_inc_utility include file, once for each gas puff/vent in the room.

 

This function takes three parameters. The first is the Tag of a waypoint to center to use as the gas vent.

The second is the radius in meters, centered on the gas vent waypoint, that nearby creatures will be affected by the gas.

The third parameter can be set to either TRUE or FALSE and affects how NPCs who are not hostile to the player will be affected by the gas. If set to TRUE everyone caught within the gas will be killed, friend, foe or neutral. If set to FALSE only hostiles will be killed, while neutrals and friendlies will be inflicted with normal "damage over time" poison that can be cured using force powers or antidote kits.

 

So, when called the function will show a gas cloud visual centered on the waypoint you specify and damage/kill anyone within the radius from it you specify.

 

Simple example with three gas vents that will kill hostiles and injure others:

#include "k_inc_utility"

void main() {
   DelayCommand(0.5, UT_GasRoom("wp_gas_vent_0", 5.0, FALSE));
   DelayCommand(1.0, UT_GasRoom("wp_gas_vent_1", 5.0, FALSE));
   DelayCommand(1.5, UT_GasRoom("wp_gas_vent_2", 5.0, FALSE));
}

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You mean like you can do by hacking security computers at various locations in the game?

 

This is usually done by placing a series of waypoints within the room that should be gassed, acting as gas vents that form an even coverage of the whole room. Then in a script you call the UT_GasRoom() function found inside the k_inc_utility include file, once for each gas puff/vent in the room.

 

This function takes three parameters. The first is the Tag of a waypoint to center to use as the gas vent.

The second is the radius in meters, centered on the gas vent waypoint, that nearby creatures will be affected by the gas.

The third parameter can be set to either TRUE or FALSE and affects how NPCs who are not hostile to the player will be affected by the gas. If set to TRUE everyone caught within the gas will be killed, friend, foe or neutral. If set to FALSE only hostiles will be killed, while neutrals and friendlies will be inflicted with normal "damage over time" poison that can be cured using force powers or antidote kits.

 

So, when called the function will show a gas cloud visual centered on the waypoint you specify and damage/kill anyone within the radius from it you specify.

 

Simple example with three gas vents that will kill hostiles and injure others:

#include "k_inc_utility"

void main() {
   DelayCommand(0.5, UT_GasRoom("wp_gas_vent_0", 5.0, FALSE));
   DelayCommand(1.0, UT_GasRoom("wp_gas_vent_1", 5.0, FALSE));
   DelayCommand(1.5, UT_GasRoom("wp_gas_vent_2", 5.0, FALSE));
}

Thank you very much Stoffe. That helps me out a lot, thank you!:D

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