Help with NPCs or Corpses for target practice

Post » Sat May 28, 2011 5:20 am

I want an NPC (preferably already dead) that I can shoot for target practice. My initial idea was to just have a corpse pinned to a wall, then I remembered the Havok engine and yea... Then I read the thread about using an invisible gun to shoot "can pin" projectiles at the person, which is a possibility. My problem either way seems to be "repairing" the body so it stays fun, is there a way to reattach body parts? Or am I going to be forced to constantly spawn new creatures and delete them? My fallback idea is to have live NPCs drop from a ceiling panel that you can trigger, is there a way to give them a "falling" animation rather then the usual floating glory? Would SetUnconscious do the trick?

Also, how do you stop pasting stuff with CTRL+ALT+Left Click after using the Object Palletes? It's annoying to have to close out GECK to stop pasting junk so I can try and position a corpse.
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Tamara Primo
 
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Post » Sat May 28, 2011 3:41 pm

How in the world do fire traps work? Tried activating them via script - nothing, tried activating them via 'activate parent' - nothing, and looked at their script and all it says is "do 5"... what?
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evelina c
 
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Post » Sat May 28, 2011 6:52 am

I want an NPC (preferably already dead) that I can shoot for target practice. My initial idea was to just have a corpse pinned to a wall, then I remembered the Havok engine and yea...Then I read the thread about using an invisible gun to shoot "can pin" projectiles at the person, which is a possibility. My problem either way seems to be "repairing" the body so it stays fun, is there a way to reattach body parts? Or am I going to be forced to constantly spawn new creatures and delete them?


Dropping New NPC's down and having basically a firing squad pop it with Modified Railway Rifles to pin it to the wall and kill it might be your best option with a bit of timing it could work out -> or to make a completely new creature (Copy/Paste) with a modified skeleton.nif that is set up to already seem like its pinned to a wall, the problem here being that this would look like its pinned up in the air if not done correctly.

My fallback idea is to have live NPCs drop from a ceiling panel that you can trigger, is there a way to give them a "falling" animation rather then the usual floating glory?


Overriding and animation is possible for individual NPC's you need to create a Folder named specialanims inside the character folder then you can place any replacement anims in there and use the GECK to tic them for use instead of the old versions.

Would SetUnconscious do the trick?


No, SetUnconscious only activates and de-activates AI Processing it does not call any animations or send actors into a havoked state -> best option is to Set Variable to GetAV Fatigue + 50 then DamageAV Fatigue Variable that will send them into a havoked state until they recover the -50 fatigue that dropped them.

How in the world do fire traps work? Tried activating them via script - nothing, tried activating them via 'activate parent' - nothing, and looked at their script and all it says is "do 5"... what?


DO is short hand for DamageObject -> 5 is 5 dmg.

Which means that the Fire Trap is set up with Destruction Stages to control all of its effects.
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katie TWAVA
 
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Post » Sat May 28, 2011 1:47 pm

What fire trap are you talking about? I can't find any in the Geck. Unless it may be from a DLC. But DO is short for http://geck.gamesas.com/index.php/DamageObject. Often that is used to start a destruction Data sequence.
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Jhenna lee Lizama
 
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Post » Sat May 28, 2011 12:58 pm

One source of good firetraps is Raven Rock, there are lots underneath the grates (along with the laser tripwires). The key is linking the objects together correctly (The laser tripwire activator that creates the fire effect). I would study the Raven Rock examples for how its all put together. Its a set of scripts that work together when activated to turn off the tripwire, shoot flames from the nozzle, do damage, etc.

Cheers,

Miax
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Benjamin Holz
 
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Post » Sat May 28, 2011 6:01 am

The fire trap I was talking about was TrapGasFire01; but I started the "fallback" way I was talking about and I think the easiest way will actually the shooting stuff into them to pin them on load, everything that could go wrong was/is going wrong with the other method and it just seems like more effort than it's worth. Very good information for future possibilities though, thanks for the help guys.

EDIT: For some reason I can't get the rounds to impact the NPC (or me I think, I tried setting them behind me when I activate it and they didn't hurt me). I made a new form based on the railway rifle for both the weapon and projectile, new rifle shoots the new projectile, got rid of the sounds and adjusted crit chance/damage and thats it (oh and playable). I don't even think I've changed the projectile other then its name, any ideas?

EDIT: I can't even shoot the normal Railway Rifle and hit me or the NPC, but missles work, what is going on?

EDIT: Semi-related, how do OnLoad blocks work? I have a save that I use to test stuff and the OnLoad blocks never work with that save but if I go to a save before I enter that cell they work..? Does it only execute one time before it's ever loaded at all? I guess I need to use GameMode blocks if I want it every time the cell is loaded?
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Heather Dawson
 
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