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[REQUEST] A mod that adds in turbolaser bolts to the Davik fight


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Posted

it would be constant model editing, and i know, that is not possible, because then you ahve load several new moduls because of that.

Model editing? Wouldn't a simple script edit do it?

Posted

Modules are divided into separate smaller models that probably could be swapped on script. Like in the Enclave Courtyard in TSL, the Enclave changes to a Rebuilt one and it's still the same module.

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Posted

The turbolaser bolts that the OP describes are a scripted effect. I'm not sure what script controls them, but it would be a script that would add more bolts firing from the sky. I assume it's also a script that controls damage received by the player and NPCs. This would be a script controlling all of this, it doesn't have anything to do with the models themselves.

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Posted

The only thing that could need models here would be visible damage done by the turbolasers, but that should be doable with placeables, so no need for new modules etc.

The turbolasers themselves are most likely area model animations, controled with a script as Sithspecter said. That means that you can probably just trigger them again and you'd have more turbolasers :)

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Posted

Both the turbolaser and the blast damage are visual effects and can be applied anywhere. I wrote a script to generate random visual effects (as well as physical damage, copied from the the grenade script) some time ago, and included it in the beta of my K1 Toolbox, which can be found here.

 

One would need to figure out the coordinates for the hangar and then decide frequency of the blasts and such, and then have the script continuously fire. It's not complicated, and I could probably do it in about ten minutes, but I can't run the game currently due to technical difficulties, but I could take a look when I get a new video card. If anyone else wants to take a crack at it in the meantime, feel free to use my script as a reference. The script is jc_exp_r_3016.

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