Salk 363 Posted February 29, 2020 Hello! I am witnessing the Kolto Control scene where the scientist activates the depressurizing procedure, which will kill the protagonist within 60 seconds. I don't much like the fact that that after the initial chocking animation (nice) there seems to be no visible consequences on the player. The control is exactly normal. I have made so that every 6 seconds a sixth of the current HPs are drained and I am thinking of slowing the movements down but I'd like to have a permanent visual cue about the distress so I was wondering if there was a way to just force the protagonist's animation to wounded independently from the hit points count. It would need to stay so both when standing and moving until the oxygen is back. Thanks. Quote Share this post Link to post Share on other sites
DarthParametric 3,766 Posted February 29, 2020 There's no ideal way to do it while still allowing active player control. The hacky approach would be to set them to min 1HP, set their HP to 1 (or progress it down like you are doing, but perhaps more aggressively), then either restore them when they turn off the forcefield or kill them within some time limit. 1 Quote Share this post Link to post Share on other sites
Salk 363 Posted March 1, 2020 DP, I have been doing the job and I am satisfied with the result too except that the sequence is tied to the area's heartbeat which means it starts anywhere between 0 and 6 seconds after the dialogue with the scientist ends and I wanted instead to have a consistent delay (I chose 1 second). For this purpose I moved the script from area's heartbeat to User Define and recalled the script every 6 seconds, simulating the heartbeat delay from hence forth. The problem comes if the Player saves during the countdown. The script will be running while the game is being loaded and that is not good but I fear there is no way to disable saving the game? Cheers! Quote Share this post Link to post Share on other sites
DarthParametric 3,766 Posted March 1, 2020 Not via scripting that I am aware of. The only UI control I know of is locking access to party selection and Hawk transit. 1 Quote Share this post Link to post Share on other sites
Salk 363 Posted March 2, 2020 This is a comparison between the original and altered sequence. Original: Improved: 1 Quote Share this post Link to post Share on other sites
DarthParametric 3,766 Posted March 2, 2020 I'd say if you are going that route, you should hit them with a choke every tick. Quote Share this post Link to post Share on other sites
Salk 363 Posted March 2, 2020 I've considered doing that but in the end I decided it'd be somewhat more consistent to use the choke when there is an HP loss. Quote Share this post Link to post Share on other sites
DarthParametric 3,766 Posted March 2, 2020 I'd split that as well. If it's max 60 seconds and you are ticking every 6 seconds, just hit them with a 10% loss every tick. Quote Share this post Link to post Share on other sites
Salk 363 Posted March 2, 2020 That's how I did initially but then I wouldn't get the wounded animation which I want to have right from the start. This solution is not ideal but is the closest to what I imagined. I'm actually even more bothered by some inconsistencies that I cannot do anything about (still part of this scene): 1: The VO talking to the player in plural, even if no party members can follow in there 2: The VO mentioning opening a door when instead it's a force field Oh well, cannot have everything... Quote Share this post Link to post Share on other sites
DarthParametric 3,766 Posted March 2, 2020 Ah, of course. In that case then you could always do the initial hit to take them to the point required for the wounded anim (below 50%?), then divvy up the remainder equally per tick. 2 Quote Share this post Link to post Share on other sites
bead-v 251 Posted March 2, 2020 On 3/1/2020 at 5:30 PM, Salk said: The problem comes if the Player saves during the countdown. The script will be running while the game is being loaded and that is not good but I fear there is no way to disable saving the game? You could use the onEnter script to temporarily disable the script while the module is loading. Something like void main(){ if(GetLoadFromSaveGame()){ SetLocalBoolean(GetArea(OBJECT_SELF), 50, FALSE); /// Disables the behavior DelayCommand(2.0, SetLocalBoolean(GetArea(OBJECT_SELF), 50, TRUE)); /// Continue behavior after two seconds } } If GetLoadFromSaveGame() works as described, it might even work if you put this directly into your UD script. 1 Quote Share this post Link to post Share on other sites
Salk 363 Posted March 3, 2020 bead-v, thanks for the suggestion but I took another route. I used SetPlayerRestrictMode() which suits me even better in this particular case. DP, I followed your advice and now there is a choke effect for every HP loss. Of course if the player enter the conversation already with very low HPs there won't be additional damage thus no extra chocking animation other than the initial and final ones. 2 Quote Share this post Link to post Share on other sites