Simulating Explosive Decompression

Discussion in 'Modding and Scripting Support' started by Anonymous, Jul 8, 2006.

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  1. Anonymous

    Anonymous Guest

    What would be the most effective way to simulate the effects of a vacuum? I would like to have a fairly broad zone in which a generic level 30 gnome or halfling would just be able to cross by running.

    Although I have yet to try this, it seems like I would use tile scripts to start the process then another set to end it. It's the actual scripting that I am unclear about. Do I use damage (obj) for (num) points of type (num) damage, loop and alternate between stamina and health, or is there a better solution?

    Also - I think I already have the last bit puzzled out - if you fail to cross in time, have the character explode and loop for all in vicinity. Correct?
     
  2. TONGSyaBASS

    TONGSyaBASS Member

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    If I understand you correctly, then just attach a script to each tile which damages the triggerer.
    As you already said: damage (obj) for (num) points of type (num) damage

    If you then want to play an explosion on the character when their hit points reach 0 you will first have to store their hit points.
    hit points of (obj): store current in (num) and maximum in (num)

    IF (stored hit points) < (amount you will damage by)
    THEN damage (obj) for (num) points of type (num) damage
    cast spell (dynamite) on triggerer

    Or you could try using the explosion pose.
     
  3. Anonymous

    Anonymous Guest

    So, instead of two lines of script tiles, I'll actually need six or eight for the full simulation?

    By the way: The path in is also the only way out.
     
  4. Anonymous

    Anonymous Guest

    Could I get a come-back on my last question?
    I'm just about a week away from making the first attempt on this and would really like to narrow my focus a bit. Thanks.
     
  5. TONGSyaBASS

    TONGSyaBASS Member

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    I took your question as being rhetorical.

    Make a grid of script tiles in the area in question. Several rows and several columns (with spaces in between).
    So whenever the character moves in any direction he receives a small amount of damage. If you only had tiles at the entrance and exit then the character could run back and forth in the main area without receiving damage.
    As well as direct damage the trigger tiles could also keep track of time.
    The entrance tile would store the game minute. All other tiles would compare this stored variable to the current game minute. If 2 minutes pass then the critter is killed instantly, regardless of his level of health.
     
  6. Blinky969

    Blinky969 Active Member

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    Might be interesting to stage a fight in a situation where you only have two minutes of game time before everything dies. You could fight skeletons in the vacuum. Place the skeletons and the boss skeleton on exemption from the code in some manner, it really doesn't matter how, there are like six ways to do it. Even better, if the boss is still alive, and the characters die, have him laugh at them as they lie dead in the cold, cold embrace of a vacuum.
     
  7. Anonymous

    Anonymous Guest

    Tongs: Thanks for getting back so quickly. That info was exactly what I needed. Thanks.

    Blinky: I printed out your idea. That'll have to wait for a future project, but it's just fiendish enough to appeal to me.

    Edit: 4:56 a.m. I never did get into fighting games much, but do you think a mod with progressively shorter time-spans would be of interest?
    Say start out at 6 minutes on the first round, then 5, and so on, until you face the boss skeleton in just a 1 minute sudden death match.
     
  8. TONGSyaBASS

    TONGSyaBASS Member

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    Q: Wed Jul 12, 2006 6:59 pm

    A: Thu Jul 27, 2006 11:19 am

    I'll forgive your subconscious for such cheek.

    As for the timed fights, they certainly have potential. However they also have potential to be an irritating re-load-fest so you'd have to set it up carefully.
    I've actually been considering something similar for an area in my mod called the ChronoWerkz. Unless you kill certain key personnel within a set time then time loops and you find yourself back at the start.
     
  9. Anonymous

    Anonymous Guest

    What I was actually referring to on the quick come-back was your response to my post on Wednesday, the 25th. Three and a half hours - that's pretty damned quick in this section.

    And as for the fight scenario, yes, it would need some careful setting up or people would very quickly be clicking the delete button for that mod!

    I do like your idea, though, and look forward to playing it someday.
     
  10. TONGSyaBASS

    TONGSyaBASS Member

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    That was merely what you thought you were referring to. As I said, your subconscious was getting in a jab at me.

    Indeed, "someday".
    I wanted to have the main hack finished about a month ago so I could get back to work on the mod but real life, etc, etc. Now I have found a flat and I am on holiday, I should be able to find some time for it.
     
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