Kill frames

The_Pastmaster

It Wandered In From the Wastes
How do you make a weapon like the laser allways show the
cut-in-half frame when killed without setting 200+ damage to the weapon...
 
The_Pastmaster said:
How do you make a weapon like the laser allways show the cut-in-half frame when killed without setting 200+ damage to the weapon...

It can be forced in a script by doing something like this:

In combat_p_proc check if wielding laser, and on hit succeeded, do a forced animation on target (ANIM_sliced_in_half), and do a critter_damage with enough to hit points to ensure the critter is dead.

Having said that I don't think its a great idea that any weapon should always kill. Wouldn't that make the game too easy?
 
He wanted to "alway show animation when killed", not "always kill". Just add 'if damage > HP" to the conditions, and you're good to go.
 
Shadowbird said:
He wanted to "alway show animation when killed", not "always kill". Just add 'if damage > HP" to the conditions, and you're good to go.

This I can't see how you do ... I can force an animation ON HIT ... but I don't know a way to force on kill. And it's a sliced in half death anim, so I assume that's a kill. I'm talking about the HIT_SUCCEEDED check in combat_p_proc. Maybe the code could also check HP and animate if <=0 but I'm not sure that would work, because I'm guessing the hit points haven't been applied yet (the purpose of this command is to apply extra damage or special behavior on hit).

I suppose that every critter could have code in its destroy_p_proc that plays this animation, but that would be a lot of scripts to change, and I'm not sure how you'd check which weapon killed it.
 
The only problem I see is not being able to determine how much damage critter will recieve by default. If that really can't be done, this is impossible (apart from changin each and every critter script in the game, of course).
 
well, im looking into it, but a method for slap dash, and this would be sloppy could be to add 1000 hp to each critter using set_critter_stat
and then check damage critter p proc to see when the hp level was below 1000 and then do a further check to make sure it was combat, and that dude_obj was wielding a lazer / plasma weapon ( or just used one, cant remember if thats possible, probably only weilding, but that raises questions as to how to check that was the weapon fired ) and then use the animation if dude_obj is holding that and if not, do 1000 damage to the critter, should keep the death animations varied as it would still reach the same negative figure as it would normally. ( youd also have to add checks for flamer and stuff to keep that animation )

( yeah I did say it was sloppy, but that would work. You would almost certainly have to check to make sure the critters hp wasnt above 1000 before adding, otherwise good old massive hps of 10k + would start to arise, which when unintentional would suck. Also, I havent checked 1000 is possible, for critters i think it is, but it may not be, i only chose that because its impossible to do that much damage in one shot, if it dosent work use a lower figure, like 300 )

Edit: You do appear able to add 1000 hp, at least up to a cap of 1020 at any rate, ( only tried it on the elder ).
 
Okay I´ll explain...

Critter have 20\20 hp
Weapon gives Critter 21 laser damage...
Critter falls over in a pool of blood...

Now I want Critter to slice up in half but he
don´t do so. How do I tamper so that this
happens???
 
I understand. The problem is, it does not seem that in the script you can check how many damage will the critter recieve, so there's no way of telling if he'll die from the attack (and thus - whether to play the animation or not). That's what we're discussing right now.
 
yeah, thats why I suggested the above ;), the main problem im getting is a game crash when you use a lazer animation during combat, probably because the game thinks the critter is still alive, and it dosent like letting you kill it when its already been animated with a death scene, im still working on the finer points of it actually working :p

EDIT: Well, im tempted to give up and call it impossible, theres almost certainly a way past this point, but im starting to get a sadistic headache from fallout crashing all the time, I can get it to play the choosen animation and consider the creature dead ( seeing the creature as dead caused a hell of a lot of problems ), the unfortunate problem now, is that if you have no ap points left when you make the kill ( as in it runs to 0 on that move ), the game dosent move on from your turn, but it wont let you do anything either, have to kill the program with the good old kernel, and obviously, thats a bug thats slightly to bad to actually allow :p, not to mention I had to end combat every kill to make the game not do that anyway, again theres probably a better way around that, but if you kill something using the deal damage method during combat the game has a really annoying tendency to throw a wobbler. Theres probably a better way of doing this then I was finding, so if anyone else does give it a go and manages, id like to know how you did it. Ill probably start again later, I just dont like losing to code :p
 
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