Possible to make MW crafting fires harm the player?

Post » Mon Apr 04, 2016 7:23 am

Would anyone know how to make the MW crafting campfires harm the player in the way that NOM campfires do?



I did ask in the MW crafting thread but Toccatta is pretty adamant that harmful fires is not the point of MW crafting, but for me I enjoy the realistic aspect of taking damage on a fire. How would I go about making MW crafting fires do the same damage as those in NOM? Its beyond my know-how to make such a mod.

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Tanya
 
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Post » Mon Apr 04, 2016 12:46 pm

If it's that important to you, I'll add it. Because of the way it works in Necessities of Morrowind, I could add a small bit of code that would only harm the player if NoM is installed, and the appropriate options are configured.

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Silencio
 
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Post » Mon Apr 04, 2016 1:35 am

Dont feel obliged to do so Toccatta, I'd be happy if you PM'ed me the necessary code and I'll add it into my copy of the mod, there's probably more people who prefer harmless fires than players like myself, but if you see the hardcoe thread in my sig, hopefully that will explain my reasoning :)

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Mel E
 
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Post » Mon Apr 04, 2016 2:55 pm

It's going to be a bit harder than I thought. The code doesn't seem to function in the MC fires, although I can't be sure why not. From what I can see of the code in NoM, it shouldn't work there either.



;Fire hurts?
if ( NOM_fire_hurt == 1 )
if ( GetStandingPC == 1 )
HurtStandingActor 5
endif
elseif ( NOM_fire_hurt == 2 )
if ( GetStandingActor == 1 )
HurtStandingActor 5
endif
endif

According to the script help file, hurtstandingactor must be a negative value in order to harm the player, so standing in a fire should actually HEAL you as it's currently written. However, neither leaving it positive nor changing it to negative have any effect. And as I mentioned in the previous post, as it's currently set up, only people who have NoM installed and have actually configured fires to hurt will see any difference. It won't have any effect on people who prefer harmless fires. Unfortunately, before I can get it to work in MC, I have to figure out WHY it works in NoM, since it shouldn't.

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Danii Brown
 
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Post » Mon Apr 04, 2016 12:46 am

Found two problems:


  1. The CS help file is incorrect. Positive values do harm the actor.

  2. GetStandingActor is not correctly detected from light objects.

The firestarter kit still creates either a cookfire or a campfire, but now either selection actually creates two fires at the same time. One is an actual fire and provides light (and has the cooking script); the other is an identical activator which is not only blocking, but capable of detecting GetStandingActor. The activator is tied to the light so that if you dismantle one, the other is automatically removed as well. This feature will be available in the next update and will only affect people using NoM who have configured fires to hurt either the player or all NPCs.

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Greg Cavaliere
 
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Post » Mon Apr 04, 2016 2:19 am

Great to hear, and many thanks for considering my request!

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Sian Ennis
 
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Post » Mon Apr 04, 2016 1:20 am

That adds a nice touch of realism. Thanks for requesting it Ethetan and thanks for implementing it Toccatta.

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Life long Observer
 
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Post » Mon Apr 04, 2016 12:37 am


You could take a look at the http://mw.modhistory.com/download-4-2775 mod for some extra ideas, if you're stuck.

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Lisa Robb
 
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