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1. Paint down a "force wall" (ffx_fw_##) trigger. This trigger defines the borders of the force field. If this is not the first force group 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. (fig 3.1)
2. Place "force effects markers" (ffx_marker_##) where ever you want a visual marker to appear. If you want the force wall to be invisable then do not place any. As with the triggers you need to retag these to indicate the number of the force group 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 3.2)
3. Place "force effect bouncer" (ffx_bouncer) objects along the inside of the wall. The creature will bounce back away from these bouncers. You should place them fairly close together, but small gaps are usually ok. (see figure 3.3) DO NOT CHANGE THESE TAGS, all bouncer objects have the same tag.
4. Optional: Place a "force field control" (ffx_fl_##) lever. Set the tag to match the group of your force cage.
5. Optional: Include "ffx_inc" into your module load script. Then add the following line for any force group you would like to have active initially.
ffx_activate_forcegroup("00");
replace 00 with the number of your force group (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.
A force wall is just a dynamic force field. If you want force walls that will always remain active you can use static force fields. You can use force walls for any situation where you need a dynamic force field.
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