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Water Water Everywhere

Started by Conduit, April 29, 2007, 12:25:35 PM

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HumanTon

This is very cool!

Anyone know the exact dimensions of the object so I can get multiple water.nifs to line up without overlapping?

HumanTon

To answer my own question: the .nif is about 426.75 units wide in X, and about 365 units tall in Y.

Subrider

Awesome water object!!

Is it possible to have the attribute Dependency linked with this water object? I have long wanted to make a Submariner, Triton, etc. hero that would be dependent on being in or near the water or start losing strength, energy, etc.

Is it possible to have this object work like the fire hydrant plug-in so that fire material-based objects or characters would be power nulled, etc.? I would like a Human Torch that would undergo an accidental shapeshift to a flameless Johnny Storm when in this water.

I have a sandman that can shapeshift into the sandpile object. Would it be possible to have hydroman shapeshift into this water object?

Is it possible to re-size this object with Nifscope, maybe to a sphere or a cube, or to increase it's depth?

Any help with these questions/ideas is appreciated.

Thanks

Rich

Epimethee

> Is it possible to have the attribute Dependency linked with this water object?
Yeas, this should work. You need to create a condition. In ffx.py, add
def isWaterArea(obj,char=''):
    if not Object_Exists(obj):
        return 0
    temp=Object_GetTemplate(obj)
    if temp=='water_surface':
            return 1
    return 0

(Replace water_surface with the name of your water template.)

in ffxdefault.py, under FFX_TRIGGERS=[, replace
["isBreached"],
]

by
["isBreached"],
["isWaterArea"],
]


Also, set the radius to an appropriate value. However, Vulnerability/Dependency won't be perfect if you require that the character be in the water. First, radius won't be exact (circular from the central point, versus corners of a rectangle); second, terrain or landscape objects (pier, boat, etc.) above the water wold be ignored; third, fliers would still suffer from the effect.

A plugin could certainly be done, but the above limitations still apply. Flying wouldn't be a problem to detect, but the other two will. The simplest way to tackle these might be to add markers to delimit the water area, plus other markers for non-water areas inside the general water area.

> I have a sandman that can shapeshift into the sandpile object.

Interesting :shock: What happens when he does? (Ep. needs to brush up on the shapeshifting code.)

>  Would it be possible to have hydroman shapeshift into this water object?

If it work with a regular sandpile object, I don't se why another object wouldn't work.

Subrider

Thanks Epimethee for your quick response.

As you may know, alot of different objects can be made into characters, just use the object base nif and rename it character.nif. Create the mesh/skins folder in the custom character folder and use the game or the editor to create and tweak the hero file. Use whatever keyframes work (if you want the object-character to be mobile).

My Sandman sand pile (actually I have him able to shapeshift into the sandpile object and the large blob mesh with a sand texture skin.) I like the big sand blob better. I give the pile an area pull attack type and a short range area crushing damage. I have also used an area Energy Leech to simulate suffocation-like effects of being pulled into the sandpile.

Rich

BatWing

it'll be cool if u can make waves in there and the naquaman would do like a huge wave tsunami

Epimethee

Quote from: Subrider on May 06, 2007, 06:13:59 PM
As you may know, alot of different objects can be made into characters, (...)
Actually, no, I didn't know this. Nice!

Sorry for the thread-jacking, Conduit. And your water certainly looks great. :)