Help Modifying Cryo Shader

Post » Tue May 17, 2011 9:09 am

I'm in need of assistance on how to change the cryo effect so that everytime I shoot an NPC/Creature the cryo shader activates. Right now I've modified it a bit so I can use it on my new guns, but its not working perfectly. What happens is that when I shoot an npc/creature the cryo shader activates and the enemy is frozen, and after 6 seconds the shader wears off, however if you keep shooting the npc/creature the shader isn't reapplied unless you shoot it after the spell effect has worn off and the target starts to get on their feet, though the paralyze effect is still added so there lying on the ground but not frozen if you keep shooting. (Spell is - Ice 6 secs, Paralyze 6secs)
User avatar
Manny(BAKE)
 
Posts: 3407
Joined: Thu Oct 25, 2007 9:14 am

Post » Tue May 17, 2011 3:14 am

I'm in need of assistance on how to change the cryo effect so that everytime I shoot an NPC/Creature the cryo shader activates. Right now I've modified it a bit so I can use it on my new guns, but its not working perfectly. What happens is that when I shoot an npc/creature the cryo shader activates and the enemy is frozen, and after 6 seconds the shader wears off, however if you keep shooting the npc/creature the shader isn't reapplied unless you shoot it after the spell effect has worn off and the target starts to get on their feet, though the paralyze effect is still added so there lying on the ground but not frozen if you keep shooting. (Spell is - Ice 6 secs, Paralyze 6secs)


My first guess as to whats wrong in that the Membrane Shader is animated past the 6 second duration and objects (or anything really) are only allowed one active Membrane Shader applying more then 1 even calling the same 1 on top of itself will cause the secondary version to either not apply or to cause blinking where the 2 shaders are fighting for visual dominance -> the easiest way to not run into this issue is to not animate the Shader so each new application is not an issue or within your script that applies it you need to remove the old shader and apply the new one -> no need to check for the shaders existance as calling SMS for a shader not present does not cause crashing so a quick.

Begin ScriptEffectStart

SMS Shader
PMS Shader

End

Usually works just fine.
User avatar
Vickey Martinez
 
Posts: 3455
Joined: Thu Apr 19, 2007 5:58 am

Post » Tue May 17, 2011 3:47 pm

Well I tried using the script you listed there at the bottom but it still does the same thing, but I have managed to get the effect I wanted using 2 different shaders, the 1st has a fade in time of 1 and a full alpha time of near infinity and when the script effect ends the 1st shader is removed and the 2nd shader is added, and it has a fade in time of 0 and a full alpha time of 2 and a fade out time of 2. This works for now though its not how I wanted to do it, and I extremely doubt anyone has that much ammo to waste just to try and glitch the shader out by repeatedly shooting the target until the full alpha time wears off.
User avatar
Marina Leigh
 
Posts: 3339
Joined: Wed Jun 21, 2006 7:59 pm


Return to Fallout 3