Making a creature that can only be damaged by ranged attacks?
ABJECT_SELF
Member Posts: 24
Hey, this one might be a bit out-there, but bear with me.
I'm working on implementing believable attack helicopters into my module. So far they look great; thanks to the new visual transform features I can get them to fly at any height. The problem is that in combat, there's nothing stopping creatures from running right up to the helicopter's ground location and smacking empty space with a hammer until the helicopter inexplicably explodes.
Ideally, I'm trying to make helicopters immune to all melee weapons so that only guns and magic can damage them. Does anybody know if some item properties and/or scripting that could make this possible?
I'm working on implementing believable attack helicopters into my module. So far they look great; thanks to the new visual transform features I can get them to fly at any height. The problem is that in combat, there's nothing stopping creatures from running right up to the helicopter's ground location and smacking empty space with a hammer until the helicopter inexplicably explodes.
Ideally, I'm trying to make helicopters immune to all melee weapons so that only guns and magic can damage them. Does anybody know if some item properties and/or scripting that could make this possible?
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EffectConcealment(100, MISS_CHANCE_TYPE_VS_MELEE)
I've thought about doing it with visually transformed spiders that are upside down and hanging 2 meters in the air as though walking on a tunnel/caves roof.
From the toolset's script editor for EffectConcealment (this is how the range only concealment from Entropic Shield is done)
// Create a Concealment effect.
// - nPercentage: 1-100 inclusive
// - nMissChanceType: MISS_CHANCE_TYPE_*
// * Returns an effect of type EFFECT_TYPE_INVALIDEFFECT if nPercentage < 1 or
// nPercentage > 100.
effect EffectConcealment(int nPercentage, int nMissType=MISS_CHANCE_TYPE_NORMAL)