Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.

Explosion and death

Page: 1 of 1
 Mindtwistah
05-25-2007, 9:37 AM
#1
How do I make a person I talk to explode? For example:

- Help me! Please! [NPC]

- Calm down, the ship is under attack. We need to get out of here. [PC]

- Ok. Let's run to the.. AHHH (Make NPC explode and die) [NPC]

Edit: For K1
 Master Zionosis
05-25-2007, 9:46 AM
#2
Are you actually trying to make the NPC blow up (in a not so pleasant but easier way of explaining it) blowing all the NPC's body parts off or something, something which i can no doubt bet my entire body you cannot do, or are you trying to just make an explosion effect, a bit like a grenade over the NPC and then he dies?
 Mindtwistah
05-25-2007, 9:49 AM
#3
No, just a grenade effect.
 Master Zionosis
05-25-2007, 10:02 AM
#4
I beleive something like this should work:

void main() {
effect eVisual = EffectVisualEffect( VFX_FNF_GRENADE_THERMAL_DETONATOR );
effect eKill = EffectDeath(FALSE, TRUE, TRUE);

ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVisual, GetLocation(OBJECT_SELF));
DelayCommand(0.2, ApplyEffectToObject(DURATION_TYPE_INSTANT, eKill, OBJECT_SELF));
}

Let me know, i haven't tested it but according to my mate it does. :)
 stoffe
05-25-2007, 10:05 AM
#5
Are you actually trying to make the NPC blow up blowing all the NPC's body parts off or something, something which i can no doubt bet my entire body you cannot do

It could probably be done, though it would no doubt look more amusing than dramatic, and would require a lot of work for such a small thing. :)

You could make multiple copies of a body model and make all of it transparent/invisible except for one body part... then when the creature "explodes" you remove it and spawn in the multiple creatures each only having one body part visible, force push them around and then "kill" them. :nutz3:

Edit: You may keep your body, I think I'll only need one, and I already have that. :p
 Master Zionosis
05-25-2007, 10:16 AM
#6
It could probably be done, though it would no doubt look more amusing than dramatic, and would require a lot of work for such a small thing. :)

You could make multiple copies of a body model and make all of it transparent/invisible except for one body part... then when the creature "explodes" you remove it and spawn in the multiple creatures each only having one body part visible, force push them around and then "kill" them. :nutz3:

Ohhh stoffe you do make me laugh sometimes, but now i have to give you my body :headbump
 Mindtwistah
05-25-2007, 10:18 AM
#7
I beleive something like this should work:

void main() {
effect eVisual = EffectVisualEffect( VFX_FNF_GRENADE_THERMAL_DETONATOR );
effect eKill = EffectDeath(FALSE, TRUE, TRUE);

ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVisual, GetLocation(OBJECT_SELF));
DelayCommand(0.2, ApplyEffectToObject(DURATION_TYPE_INSTANT, eKill, OBJECT_SELF));
}

Let me know, i haven't tested it but according to my mate it does. :)

Do your mate know if there is such a script for K1?
 Master Zionosis
05-25-2007, 11:15 AM
#8
Do your mate know if there is such a script for K1?

That script should work for K1, afaik there is those effects in K1.
 Mindtwistah
05-25-2007, 11:17 AM
#9
When I compiled it there was an error:

Error: To many arguments specified in call to "EffectDeath"
 Master Zionosis
05-25-2007, 11:30 AM
#10
Well, that function is in KotOR 1, I'm not sure why it isn't compiling, when i tried it without the fixed nwscript it didn't work but with the fixed nwscript it compiled, if you download the fixed nwscript here (http://www.masterzionosiskotorsite.com/Mods/nwscript.nss), it should then compile without errors.
 Mindtwistah
05-25-2007, 11:36 AM
#11
Where do I put the fixed nwscript?
 Master Zionosis
05-25-2007, 11:44 AM
#12
Ok, this an example:

I use nwnnsscomp application, i created a folder, for this example, my folder is here

"C:/SWKotOR Mod Apps/Script Compiling/" then in here you place the fixed nwscript and the 2 vital programs to compile the script "nwnnsscomp.exe" and "_CompileAll.bat", also in the "Script Compiling" folder you must create an "Override" folder and place your .nss scripts in there, and then go back a folder and double click the "_CompileAll.bat", then you should get the box that tells you the status of the compile, then back in the Override folder you made you should have 3 files, the original .nss the new .ncs and the last and not needed .ndb.
 Mindtwistah
05-25-2007, 11:56 AM
#13
 Master Zionosis
05-25-2007, 11:57 AM
#14
I think you may have posted the wrong picture.

Edit: Well, have you added another script to the one i posted?
 Mindtwistah
05-25-2007, 12:16 PM
#15
huh?
 Master Zionosis
05-25-2007, 12:29 PM
#16
Have you edited the script i posted and added more functions to it?

Ignore my previous comment, the first time i saw your picture it was displaying a .dlg file, it's not now though.
 Mindtwistah
05-25-2007, 12:41 PM
#17
No.
 stoffe
05-25-2007, 12:41 PM
#18
Well, that function is in KotOR 1, I'm not sure why it isn't compiling, when i tried it without the fixed nwscript it didn't work but with the fixed nwscript it compiled, if you download the fixed nwscript here (http://www.masterzionosiskotorsite.com/Mods/nwscript.nss), it should then compile without errors.

The EffectDeath() function exist in KOTOR 1, but it has one less parameter than in TSL. In TSL the third parameter can be set to prevent the victim's corpse to fade away like it usually does after a few seconds after someone is killed. In KOTOR 1 you'll have to set that separately. Like:


void main() {
effect eVisual = EffectVisualEffect( VFX_FNF_GRENADE_THERMAL_DETONATOR );
effect eKill = EffectDeath();

SetIsDestroyable(FALSE);
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVisual, GetLocation(OBJECT_SELF));
DelayCommand(0.2, ApplyEffectToObject(DURATION_TYPE_INSTANT, eKill, OBJECT_SELF));
}


If you try to compile a script using three parameters to EffectDeath() for KOTOR 1 it will fail since it won't match the function signature in that version of NWScript.
 Mindtwistah
05-25-2007, 12:44 PM
#19
Thank you master zionosis for giving me the script and thank you stoffe for correcting it. :P
 Master Zionosis
05-25-2007, 12:45 PM
#20
Ohhh i did it again, it's the bloody "FALSE, TRUE, TRUE" bit, arggg, i swear I'm never giving scripting advice again *touch wood*, lol, well, i was partly there.
 Mindtwistah
06-10-2007, 5:41 AM
#21
Is there a script like this so they don't die but dissapear? And if possible, with an ice grenade effect, like when you enter the rakatan mind prison.
Page: 1 of 1