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Thread: Damage from an object

  1. #1
    Member
    Registered: Mar 2012
    Location: Moscow, Russia

    Damage from an object

    How to make the player in case of a collision with object receive damage?
    The idea is that this object should teleport at the right moment to the player and cause him damage.

    If to use Sources > Bash/SlashStim, the player will receive damage only if he stumbles upon an object. However it's necessary that the player received damage when he stands still. In this case Bash/SlashStim has no effect.

  2. #2
    Member
    Registered: Mar 2005
    Location: The Inverted Manse
    Take a look at how the mosquito cloud is set up. It might help.

  3. #3
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    I don't understand why you're not just using NVScript to send a damage stim directly to the player object.

  4. #4
    Member
    Registered: May 2006
    Location: Russia
    The idea is that this object should teleport at the right moment to the player and cause him damage.
    It doesn't mean a collision, so - see above.

  5. #5
    Member
    Registered: Mar 2012
    Location: Moscow, Russia
    Quote Originally Posted by ZylonBane View Post
    I don't understand why you're not just using NVScript to send a damage stim directly to the player object.
    How to set it up? Will the player have a chance to dodge the attack?

  6. #6
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Just as much chance as to dodge an object teleported to the player's position.

  7. #7
    Member
    Registered: Mar 2012
    Location: Moscow, Russia
    But how to set it up? I have no idea what you are writing about and just like I do not have telepathy ability.

  8. #8
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015
    Put NVRelayTrap on a marker

    DesignNote

    NVRelayTrapTDest="Player"; NVRelayTrapTOn="[intensity]YourStim"; NVRelayTrapOff="Null"

    for example some firestim
    NVRelayTrapTDest="Player"; NVRelayTrapTOn="[1.00]FireStim"; NVRelayTrapOff="Null"

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