Talk:Paralysis

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Dragoon Wraith TALK 10:27, 29 June 2006 (EDT): Is there any way to get an actor to actually freeze (Morrowind style), rather than fall over?

setting paralysis basically freezes the animation the actor is in. the falling over is just a function of the havok physics. if there is any function that stops havok from working on an actor, that could be used with setting paralysis to simulate freezing. however, i haven't really messed with animation, so i don't know of a function. maybe SetRestrained or Reset3DState would work. i think paralysis and a nifty shader effect work well, though--Snake 15:06, 2 July 2006 (EDT)
Dragoon Wraith TALK 16:20, 2 July 2006 (EDT): That's excellent! Very cool.
SetUnconscious should do the trick (in combination with a shader it's Oblivion's equivalent to "Petrify" --JOG 15:24, 2 July 2006 (EDT)
Dragoon Wraith TALK 16:20, 2 July 2006 (EDT): Am I the only one who thinks the names of those two functions ought to have been switched?
SetUnconscious is a good alternative. it keeps them standing, at least. unfortunately, you lose the comedic animation freezes. setting SetRigidBodyMass to 0 on an actor before setting paralysis works perfect, except it's irreversible. they stay frozen even when they die.--Snake 17:14, 2 July 2006 (EDT)
But couldn't you reset the SetRigidBodyMass in an OnDeath block? --ShadowDancer
in an ondeath block probably wouldn't be useful, at least not for a spell script. and if you're going to reset the rigidbodymass, it helps to know what the original value was. unless all the default values for actors are the same, there's no other way to do this that i know.--Snake 04:56, 5 July 2006 (EDT)
Dragoon Wraith TALK 10:30, 5 July 2006 (EDT): ScriptEffectFinish would probably be the right time to do so. I'd imagine that NPCs have the same setting. Probably take a lot of trial and error to figure out what it is, though... still more to determine if it is, indeed, constant for all NPCs... and who knows about the various creatures.
this discussion is getting rather long, but i'll go ahead and answer this. you can find the rigidbodymass in the skeleton mesh files. just open them with nifscope and go to the bhkRigidBody block. there's a value called mass. for npc's, it's all the same value of 60. but this changes for all the creatures. minotaurs are 75. slaughterfish are 25. you could always conditionalize a freeze spell effect to use setrigidbodymass for npcs (GetIsCreature) and use paralysis or SetUnconscious for everything else, including the player (i dunno what SetUnconscious would do to the player, though).--Snake 11:02, 5 July 2006 (EDT)
ToggleActorsAI is another potential. it freezes animations and physics, but i'm not sure shaders can be changed when this is toggled off. maybe if the shader is set beforehand. also, it obviously wouldn't affect the player.--Snake 17:43, 2 July 2006 (EDT)

Sickleyield 02 Jan 06 (PST)

I can't demonstrate that any command such as "setparalysis 1" or "set paralysis to 1" works in any way. I get an error such as "can't recognize command." Has anyone successfully used it in a script?

I can add that none of the above is very useful for having actors frozen in a given pose, as near as I've been able to determine. I'm having to make statics of the actors using body meshes to get the effect of immobilized people.

The syntax is setAV paralysis 1; paralysis is an actor value just like health or magicka.
There are a few "statues" in the game which are really living, normal NPCs; taking a look at their scripts in the editor might give you some clues. One is a statue of the player in Bruma (doesn't exist in the editor, but the scripts do); there are also 2 statues in the last dungeon of the last Thieves Guild quest. Scruggs 01:37, 3 January 2007 (EST)

Sickleyield 03 Jan 06 (PST)

Ah hah! Thanks very much. I remember that quest, and the statues were in fact posed, though I can't imagine how that could have been done in the editor. Maybe they were set at alert and then set to paralysis. Still not what I need for my particular project, but certainly interesting for future reference.

From what I recall, their script calls setUnconscious to turn off their AI, and setDestroyed to prevent interaction. I don't think Paralysis is used. setAlert draws their weapon, and they are made to pose using pickIdle.
Does this help with what you're trying to do? Scruggs 17:46, 3 January 2007 (EST)

Sickleyield 03 Jan 06 (PST)

Hmmm.. I want most of these people hanging in webs, so I don't know that many idles will work for that. I'm looking for some pretty specific poses, and none of them involve standing up or lying on one's side. I'll probably have to go with the statics.