Water, Radiation And Swimming!

Post » Tue May 17, 2011 3:09 am

Hello everyone, im curious about making an armor that lets you walk underwater.
Since Feral Ghoul Reavers have no swimming script, would it be possible to disable the player swimming script as long as the Player character wears the specific armor?
Would the game engine allow it?
Would the underwater vision be affected by that or wwould the player see as clear as over the surface?
Also im interested in the possibilities of the Water level.
How deep can the water be in fallout?
And about the Radiation, as I want that underwater area to be only accessible if you have that specific underwater armor, is it possible to give an armor 100% Rad-Resistance?
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Soku Nyorah
 
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Post » Tue May 17, 2011 5:58 am

I don't know how you would disable the payer's ability to swim. Its not done by script. Its done by swimming animations controlled by the game.

When the player is underwater, his vision will always look like the underwater view. Again, its not done by script where, for example, you could remove an Image Space Modifier to let him see normally.

The water has a depth equal to about 6 interior cell levels (one ontop of the other). I'm not sure what the exact number of units is. And I'm not sure if different water has different depths. But I did place water in the sky above megaton and swam through its 'bottom' to figure this out. I also have an interior cell that is 5 levels high, completely submerged by water. As I recal, 6 levels would not be fully submersed.

Sure, you can give armor 100% Rad resistance, but there are situations where the minimum rad damage will never be below 1 per second. I'm not sure if swimming through water is one of them though.
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Austin England
 
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Post » Tue May 17, 2011 12:09 am

I was about to make a new thread, but this is close enough to the questions I've got that there probably isn't a need to.

First, has anybody figured out a way to disable swimming for the player? It would be a great addition to my power armor mod.

Second, is there an easy way to tell when the player is submerged? I'm interested in making a breathing apparatus that provides a certain amount of water breathing, and then recharges when the player is either at the surface or on land. This may be more complicated than it needs to be - I could address the same problem with a "CO2 scrubber" that just provided water breathing for an indefinite period by setting WaterBreathing to 1 whenever the upgrade was equipped, with no need to toggle the system on/off or check for the right conditions for recharging. But I kind of wanted the system to be something that could be used on land for limited periods of time to increase radiation resistance.
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jessica robson
 
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Post » Tue May 17, 2011 6:02 am

this will probably not be much help but there are two ways i know of that tell you your under water. 1 The timer in the upper middle of your screen shows up. 2 if you have a gun drawn , when you go under water the gun gets put away. See not much help I'm sure , but hey i tried.
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Manuela Ribeiro Pereira
 
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Post » Tue May 17, 2011 2:14 am

I think I might be able to use GetUIFloat to check if that counter is visible. The question is whether its still visible when water breathing is enabled. If it is, problem solved. Too bad about probably not being able to disable swimming though, that would be really cool.
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Monika Fiolek
 
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