Trouble getting effect shaders to work...

Post » Tue May 17, 2011 4:18 pm

I'm trying to make it so whenever a certain type of NPC dies (Some super mutants) they have the same effect placed on them as a critical kill with a laser weapon. (where they glow red and sizzle then turn into an ash pile) However I have been unsucessful at making it work. I tried many combinations of the pms, and pme commands along with a timer. They are disabled after a few seconds like they should be, but they dont have the effect on them. I looked at the chinese from achorage, and have it set up in roughly the same way, so I don't know why it wont work. Can anyone help me come up with a script that works? Here is the script I have on the mutants so far.

scn VerdictMutantsScriptShort TimerShort DeadBegin OnDeath	Set PGMQ3.MutantsAlive to (PGMQ3.MutantsAlive - 1)	Set Timer to 1	Set Dead to 1	Set PGMQ3.MutantsKilled to PGMQ3.MutantsKilled + 1	pms effectLaserDisintegrationEndBegin GameMode	If Dead == 1		If Timer > 0			Set Timer to Timer - GetSecondsPassed		Else			Disable			MarkForDelete			sms effectLaserDisintegration		EndIf	EndIfEndBegin OnActivate	ReturnEnd


Thanks for any help.
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WYatt REed
 
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Post » Tue May 17, 2011 12:04 pm

Timer needs to be a float for one?

Also I don't know how those shaders work but it seems like if you're disabling the creature before it actually does anything... nothings going to happen.
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Chloe :)
 
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Post » Tue May 17, 2011 9:13 am

Try this and see if it works.
scn VerdictMutantsScriptFloat TimerShort DeadBegin OnDeath	Set Timer to 1.8	Set Dead to 1	Set PGMQ3.MutantsKilled to PGMQ3.MutantsKilled + 1	Set PGMQ3.MutantsAlive to (PGMQ3.MutantsAlive - 1)	SetCriticalStage DisintegrateStart	PMS LaserCritGlowFXShader	PMS effectLaserDisintegrationEndBegin GameMode	If Dead == 1		If Timer > 0			Set Timer to Timer - GetSecondsPassed		Else			AttachAshPile			SetCriticalStage DisintegrateEnd			SMS LaserCritGlowFXShader			SMS effectLaserDisintegration			Disable			MarkForDelete		EndIf	EndIfEndBegin OnActivate	ReturnEnd


You should check out my Solar Scorcher critical death routine. It whooshes in flame when it turns to ash, plus it 'fades' the body out as the ash pile materializes.
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Sarah Kim
 
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Post » Tue May 17, 2011 5:10 am

First off, the timer being a short. Doh... They still dissapeared so I dunno how it was working. :P

I tried your script exactly the same but without the AttachAshPile line as I want them completely gone with no trace, but it didnt work. They were disabled after the 1.8 seconds, but there was still no effect on them. :(

On an unrelated note, while I'm here, I need some help making it so every time you hit someone with a sledge hammer, it makes the Pulse grenades blast where you hit, but only if you make contact with an NPC, so not if you hit a wall or something. Also, can the blast do dmg to them but the not player? Is that possible? I already have the custom form of the sledge hammer made and all, I just need to know what effect or script to put where. I also will probably make a custom Pulse grenade explosion so I can tweak it to my liking.
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Nina Mccormick
 
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Post » Tue May 17, 2011 5:39 am

I made a Power Fist with an EMP blast. Kills robots in one hit. :lol:
The sledgehammer would probably be the same. All I did was add the 'Object Effect' of 'EMP' to the weapon.
You could make your own 'Object Effect' and attach it to the weapon the same way. It will only go off when you hit an actor.
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Connor Wing
 
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Post » Tue May 17, 2011 8:03 am

Ok I still cant get the effect shader to work, any other ideas?

And I'm a bit confused about the weapon. I made an object effect, but how do I make it make the pulse explosion? All I made it do was damage people around it, but it seems to kill everyone within like 100 ft, when I set the area to 256 (I thought that meant units?) and theres no explosion, as I havent designated to have it anywhere, how would I do that?
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Spaceman
 
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Post » Tue May 17, 2011 1:26 am

Ok I still cant get the effect shader to work, any other ideas?

And I'm a bit confused about the weapon. I made an object effect, but how do I make it make the pulse explosion? All I made it do was damage people around it, but it seems to kill everyone within like 100 ft, when I set the area to 256 (I thought that meant units?) and theres no explosion, as I havent designated to have it anywhere, how would I do that?


This is basically Impossible first off Melee Weapons DO NOT actually attack anything -> the Actors BSbounds Shape does and that is rooted at the Actor's Scene Root (At Their Feet) so tring to make a Melee Weapon spawn something at contact point when contact point does not exist is not going to happen.

The work around for this would be to add a ProjectileNode into the weapon melee weapon of choice -> then when that weapon is equipped you have to moniter for everytime that actor attacks -> GetAnimAction to determine when to force with FireWeapon the Explosion Weapon(the Pulse Explosion in your case).

Also

When Beth Patched the game they Broke Effect Shaders so that they no longer animate Alpha Test Animation for Holes, the only way to fade an actor now is through script and Set Actors Alpha (SAA).
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adam holden
 
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Post » Tue May 17, 2011 4:32 pm

This is basically Impossible first off Melee Weapons DO NOT actually attack anything -> the Actors BSbounds Shape does and that is rooted at the Actor's Scene Root (At Their Feet) so tring to make a Melee Weapon spawn something at contact point when contact point does not exist is not going to happen.

The work around for this would be to add a ProjectileNode into the weapon melee weapon of choice -> then when that weapon is equipped you have to moniter for everytime that actor attacks -> GetAnimAction to determine when to force with FireWeapon the Explosion Weapon(the Pulse Explosion in your case).

Also

When Beth Patched the game they Broke Effect Shaders so that they no longer animate Alpha Test Animation for Holes, the only way to fade an actor now is through script and Set Actors Alpha (SAA).


Wait what? I think you're talking about something much much more specific then he wants, there are plenty of mods that do what he wants so it is certainly not impossible.
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Trey Johnson
 
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Post » Tue May 17, 2011 9:04 am

there are plenty of mods that do what he wants so it is certainly not impossible.

Do you have an example?
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Margarita Diaz
 
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Post » Tue May 17, 2011 9:46 am

Ok well... ouch. :P I guess I will have to find some other cool effect to do since both of those pretty much are a no go I guess. Do you guys have any suggestions for things I could do instead?
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Pat RiMsey
 
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Post » Tue May 17, 2011 7:42 am

Wait what? I think you're talking about something much much more specific then he wants, there are plenty of mods that do what he wants so it is certainly not impossible.


I have never seen even one Mod (except my own, and I do it exactly how I explained in my last post) that will spawn an explosion at the contact point of a melee weapon -> EVERY other mod that does spawn on hit effects do nothing but run a script on the hit actor that spawns an object (explosion or whatever) NEAR where you would expect to get hit using PlaceAtMe and GetPos Z + Value -> SetPos Z.

Though I would be interested in knowing if any other mods do Contact Point Detection with Melee Weapons.
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Laura Cartwright
 
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Post » Tue May 17, 2011 12:16 am

Do you have an example?


http://www.fallout3nexus.com/downloads/file.php?id=8772

http://www.fallout3nexus.com/downloads/file.php?id=12052

Also that video really makes me want to make a hammer that calls the zeta beam thing from space and explodes heh, I think I might.

I have never seen even one Mod (except my own, and I do it exactly how I explained in my last post) that will spawn an explosion at the contact point of a melee weapon -> EVERY other mod that does spawn on hit effects do nothing but run a script on the hit actor that spawns an object (explosion or whatever) NEAR where you would expect to get hit using PlaceAtMe and GetPos Z + Value -> SetPos Z.

Though I would be interested in knowing if any other mods do Contact Point Detection with Melee Weapons.


So yea like I said, unless I'm misunderstanding Gunmaster, much more specific. Which isn't to say you're wrong or anything or that your way is bad just... more complicated then it seemed mattered for his purposes.
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Sakura Haruno
 
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Post » Tue May 17, 2011 9:52 am

http://www.fallout3nexus.com/downloads/file.php?id=8772

http://www.fallout3nexus.com/downloads/file.php?id=12052

Also that video really makes me want to make a hammer that calls the zeta beam thing from space and explodes heh, I think I might.


Both of these are of the PlaceAtMe variety the Rad Sledge uses the Vanilla GlowingOne effect and the other used the Shock Sword effect from Anchorage and the Pulse Disable effect from vanilla.

So yea like I said, unless I'm misunderstanding Gunmaster, much more specific. Which isn't to say you're wrong or anything or that your way is bad just... more complicated then it seemed mattered for his purposes.


I was under the impression that he wanted an effect that looked like the Sledge was attacking a specific body part so he could generate the Explosion at the contact point of the strike (or close to it), Adding a ProjectileNode and firing a projectile is the only way I am aware of being able to do that.
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Rowena
 
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Post » Tue May 17, 2011 12:33 am

Well I guess if I could still make an explosion just spawn in the middle of the mutant that would be alright. How would I go about that? Do some kind of PlaceAtMe on the target? Can I tell it to do PlaceAtMe but like 128 above them so its in the midle of their body? That wouldnt look too bad. And I could make it do like a BloodyMess effect where they just explode then after like 3 seconds I can disable them. That should be good enough.
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Chris Duncan
 
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Post » Tue May 17, 2011 11:23 am

You can use GetIsCreature then GetIsCreatureType to determine what creature the effect is playing on so you can place the object at the correct Z location based on which actor is being effected.
;Creature Type Index
;0 -> Animal
;1 -> Mutated Animal
;2 -> Mutated Insect
;3 -> Abomination
;4 -> Supermutant
;5 -> Feral Ghoul
;6 -> Robot
;7 -> Giant
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Lil'.KiiDD
 
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