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Force Effects:
Overview.
Static Force Field Tutorial.
Force Cage Tutorial.
Force Wall (dynamic force field) Tutorial.

Force Cage Tutorial:

fig 2.1
fig 2.1
1. Paint down a "force cage" (ffx_fc_##) trigger. This trigger should define the inner area of the cage. If this is not the first force cage you have made in the module, right click on the trigger after you paint it and select properties. Change the last two digits of the tag from 00 to the number of this force cage. If you want to make the force cage a trap use a "Force Cage Trap" (ffx_fct_##) trigger instead of a force cage trigger. This will cause the force cage to activate when any creature enters, this is not a standard disarmable trap.

2. Paint down four "force cage (outside)" (ffx_fco_##) triggers around the cage as shown in figure 2.1, these triggers will prevent anyone fron entering the cage from the outside. If this is not your first force cage change the tags to reflect the number of this cage. (for example: if this is the second cage ALL of these triggers should be tagged, ffx_fco_01).

3. Place "force effects markers" (ffx_marker_##) where ever you want a force cage bar to appear. If you want the force cage to be invisable then do not place any. As with the triggers you need to retag these to indicate the number of the force cage they belong to. You may want to retag the first one and copy and paste it, or create a new template with the new tag and place instances of it. There are a number of different markers to choose from, each marker goes with a different visual effect placable. Note: These are invisible placeable objects. (see figure 2.2)

4. Place a "force cage center" (ffx_fc_center) waypoint in the center of your cage. You do not need to change the tag of this waypoint, all force cages will use waypoints with this tag. DO NOT CHANGE THIS TAG. Note you will always bounce towards the nearest cage center, if you have very large cages close to each other this may cause problems. To resolve this you can place multiple cage centers inside a cage.

5. Place "force effect bouncer" (ffx_bouncer) objects along the edge of the cage. The creature will bounce back away from these bouncers. You should place them fairly close together, but small gaps are usually ok. (see figure 2.3) DO NOT CHANGE THESE TAGS, all bouncer objects have the same tag.

6. Optional: Place a "force cage control" (ffx_fcl_##) lever. Set the tag to match the group of your force cage.

7. Optional: Include "ffx_inc" into your module load script. Then add the following line for any force cage you would like to have active initially.

ffx_activate_forcegroup("00");

replace 00 with the number of your force cage (must be two digit, such as 01, 02, 37, etc).

Notes:

There is a bug where a creature's minion will hit a bouncer and bring the master along with it. If a creature has a summoned minion they may be able to escape from a force cage. I'm not sure if it is possible to transport a creature and NOT transport it's summoned creatures. I'm working on this issue however, hopefully it will be resolved in the next release.

Creatures know nothing about force fields, the default AI will ignore them and try to walk right through them. I can think of a few ways to make a npc aware of a forcefield, but that is a task for another script.

Magic and ranged weapons pass through force fields. My excuse for this is that the field is a number of force bars not a solid wall and the spells / arrows are passing between the bars. If you don't like this you could rewrite the spell scripts to check if the target is inside a force cage and fail in that case. I'm not sure how you would block arrows though.

fig 2.2
fig 2.2
fig 2.3
fig 2.3



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