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.