Difference between revisions of "Explosion"

3,984 bytes added ,  03:38, 17 November 2011
adding instructions on how to use these things, since it took me a while to get it! Maybe not the best place - poss split into separate tutorial and link from here and from weapon?
imported>Reinhart menken
imported>DewiMorgan
(adding instructions on how to use these things, since it took me a while to get it! Maybe not the best place - poss split into separate tutorial and link from here and from weapon?)
 
(8 intermediate revisions by 5 users not shown)
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Explosions ''can'' be triggered by scripts, using the [[PlayExplosion]] command, but are normally are triggered by an impact from a [[Projectile]].
===Example===
Reverse engineering the mechanism to create an explosive weapon can be difficult, especially since many of the EditorIDs simply do not show up in text search.
To add an explosion to a weapon, you need to create at least four types of base object: the [[Weapon]] itself, and one or more [[Ammo]], Projectile, and Explosion types. If there are multiple types of ammo, you will also need a [[FormList]].
As an example, here is a slight simplification of the Missile Launcher, as seen in Fallout: New Vegas, demonstrating the two ways to specify the Projectile.
* '''WeapMissileLauncher''' - the Weapon item itself, specifying the valid Ammo (or FormList of Ammos), and the default Projectile. In Fallout3, the default is the only Projectile the weapon can have.
** The "Ammunition" is set to '''AmmoListMissile'''.
** Under the "Art and Sound" tab, "Projectile" is set to '''MissileProjectile'''.
* '''AmmoListMissile''' - an optional FormList of valid ammo types for this weapon, needed in this case since there are multiple types of Missile ammo. If there were only one, the Weapon could have pointed directly to that instead of to the list.
** This FormList contains a reference to '''AmmoMissile'''.
** This FormList also contains a reference to '''AmmoMissileHE'''.
* '''AmmoMissile''' - an Ammo type for this weapon (though there are others). Use this for Object Effects that affect the target.
** "Projectile" is set to '''NONE''' on this ammo, so it defaults to the weapon's Projectile.
* '''AmmoMissileHE''' - In Fallout: New Vegas, Ammo has been significantly empowered, so that it can specify Object Effects to run on the target [[Actor]], and also specify a different Projectile to the weapon's default - which this does.
** This Ammo contains a reference to '''MissileProjectileHE'''
* '''MissileProjectile''' - Although the ammo has various effects that can trigger when it hits, it's this Projectile that handles the explosion. This also permits Object Effects that run on the explosion, rather than the target, so you can have effects that trigger where the object impacts even if it doesn't hit an Actor.
* '''MissileProjectileHE''' - Just like the above, but links to a larger explosion.
* '''MissileExplosion''' - the Explosion type.
* '''MissileExplosionHE''' - the Explosion type for the HE form of the ammo.
So the Weapon specifies the FormList which specifies the Ammo; and also specifies the Projectile which specifies the Explosion.
In F:NV, alternatively, the Weapon can specify the FormList which specifies the Ammo which specifies the Projectile which specifies the Explosion.
These two methods can be mix-and-matched, as above, where one type of ammo specified a Projectile, while the other went with the Weapon's default Projectile.
=='''Explosion Dialog'''==
=='''Explosion Dialog'''==
*'''ID:''' Unique identifier for this form.
*'''ID:''' Unique identifier for this form.
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*'''[[ImpactDataSet|Impact Data Set]]:''' Sets up the effect the explosion has on its impact with different materials as the blast radiates outward.
*'''[[ImpactDataSet|Impact Data Set]]:''' Sets up the effect the explosion has on its impact with different materials as the blast radiates outward.
*'''Sound Level:''' Sets the volume of the explosion for detection purposes.
*'''Sound Level:''' Sets the volume of the explosion for detection purposes.
*'''Knock Down Living Actors:''' If checked, blast will knock down actors without necessarily killing themIf unchecked, actors that are not killed by the blast will remain standing.
*'''Knock Down Living Actors:''' Three radio button options.  "Always" will always knock down living actors.  "By Formula" will determine knockdown according to a formula.  "Never" will never knock down living actors.
New in 1.5:
*'''Placed Impact Object:''' Object placed at the point of the explosion.  Example of use seen in Broken Steel DLC for placing the Tesla chain step objects which shoot targets surrounding the point of impact, and also blow up Vertibirds in one shot.


=='''Notes'''==
*An explosion's orientation if "Always uses world orientation" is not checked depends on the type of projectile that created it. A beam will create an explosion normal to the surface it hits, a missile will create an explosion at right angles to its angle of incidence.
*RefIDs assigned to explosions will be marked for deletion once the explosion has run its course.
*Explosions with a radius of 0 will cause a CTD if they occur underwater.
*Placed Impact Objects with scripts behave oddly. Their scripts will run but they will not return values for [[GetSelf]].
*Placed Impact Objects will spawn 2 of the selected item if the explosion does not have a mesh. If you want an explosion with no visuals, use meshes\effects\fxnullexplosionart.nif to avoid this issue.


[[Category:Miscellaneous]]
[[Category:Special Effect]]
[[Category:Special Effect]]
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