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Visual effect script : how and where to add ?


Quanon

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I'll clearify the title :

 

I would need somesort of visual effect , that blocks the PC and the party from going in to this corridor .

 

I was thinking something like a Force Wall or to use that "smoke and lightning " ground based effect , spread over a certain area (squarre ). ( When the PC still enters this effect it should do very heavy damage ! Almost like an instant kill . )

 

Thing is , this effect should end when you kill a hostile NPC . So that corridor becomes walkable again .

 

So where would I add the script , on the Hostile NPC itself ? Or on an other object ?

 

How would the script look like ?

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I would need somesort of visual effect , that blocks the PC and the party from going in to this corridor .

 

I was thinking something like a Force Wall or to use that "smoke and lightning " ground based effect , spread over a certain area (squarre ). ( When the PC still enters this effect it should do very heavy damage ! Almost like an instant kill . )

 

Thing is , this effect should end when you kill a hostile NPC . So that corridor becomes walkable again .

 

Visual effects cannot, as far as I know, block a player since they are just pretty lights and particles. You could use a placeable with a bounding box/walkmesh, or a force field door, to block the player from moving through.

 

If you want a dangerous zone that doesn't block the player but harms them when they move through you could place a trigger in the location, and make its OnEnter script deal damage and debilitate the player. You could place a fog/cloud placeable on top of the trigger to give the player a visual clue that it might be unwise to go there. :)

 

The easiest way to remove barriers, open doors or disable dangerous triggers and destroy placeables would be in the OnDeath event script of the hostile NPC in question.

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The easiest way to remove barriers, open doors or disable dangerous triggers and destroy placeables would be in the OnDeath event script of the hostile NPC in question.

 

That means I just need to add a few extra lines to the standard OnDeath script ?

 

Wich Terminates the Trigger ( set in the .git file ? ) + plus the Placeable .

 

I'll have to go that way , because the force field doors won't fit that nicely in my temple .

 

So to some up things :

 

- I need a trigger wich defines the area where you get the damage

- The trigger is linked to a script wich deals an amount of damage per second

- Plus I just spawn a nice effect placable in the area of the trigger .

 

To end it all , I need to adjust the OnDeath script of my NPC .

 

EDIT : Would it be possible to use an effect out of the visualeffect 2DA , and to spread that effect along the difined area of the Trigger ?

 

Or would that get to heavy on the game , to repeat the effects time after time ...

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That means I just need to add a few extra lines to the standard OnDeath script ?

 

Make a new OnDeath script for the NPC instead, and set it in its UTC template.

 

 

- I need a trigger wich defines the area where you get the damage

- The trigger is linked to a script wich deals an amount of damage per second

- Plus I just spawn a nice effect placable in the area of the trigger .

 

Set an OnHeartbeat script on the trigger that applies damage to all characters present within the trigger continuously. Block out this part of the script with a global variable, that you set when the effect should go away and the area be safe to pass.

 

Put an effect-looking placeable on top of the trigger, like one of those toxic-looking red sith mist clouds used in the Dxun tomb, and give that placeable a unique tag so you can destroy it when the danger zone should deactivate.

 

EDIT : Would it be possible to use an effect out of the visualeffect 2DA , and to spread that effect along the difined area of the Trigger ?

 

If you can't find or make a suitable placeable you could make the triggers OnHeartbeat script display a visual effect on top of the trigger repeatedly.

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