Hazard: Difference between revisions

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274 bytes added ,  1 May 2015
→‎Hazard Dialog: minor formatting fix, and filled in obvious stuff
imported>Tox2ik
(updated `drop to ground' and `inherit duration')
imported>DavidJCobb
(→‎Hazard Dialog: minor formatting fix, and filled in obvious stuff)
Line 3: Line 3:
==Hazard Dialog==
==Hazard Dialog==
*'''ID:''' Unique identifier for this form.
*'''ID:''' Unique identifier for this form.
*'''Name:''' Display name (not displayed in game).
*'''Name:''' Display name. Not displayed in game.
*'''Lifetime:''' Duration of the effect.
*'''Lifetime:''' Duration of the effect.
*'''Limit:''' The maximum number of the Hazard that can be present at once(When the limit is passed, hazards will be removed, with the oldest ones being removed first).
*'''Limit:''' The maximum number of the Hazard that can be present at once. (When the limit is passed, hazards will be removed, with the oldest ones being removed first.)
*'''Radius:''' This is the radius of the area of influence of the Hazard.
*'''Radius:''' This is the radius of the area of influence of the Hazard.
*'''Target Interval:''' Interval in seconds between each Hazard effect's casting/activation, ie. setting to 5 will activate effects of Hazard once every 5 seconds. If the effect is a magic spell, this is the interval in seconds between each spell casted by the Hazard's effect. eg. if this value is set to 5 s. and the spell has a duration of 60 s., then the next cast will happen 65 s. after the current cast (5 s. after the current casted spell).
*'''Target Interval:''' Interval in seconds between each Hazard effect's casting/activation, ie. setting to 5 will activate effects of Hazard once every 5 seconds. If the effect is a magic spell, this is the interval in seconds between each spell casted by the Hazard's effect. eg. if this value is set to 5 s. and the spell has a duration of 60 s., then the next cast will happen 65 s. after the current cast (5 s. after the current casted spell).
*'''IS Radius:''' [Unknown/Not Yet Tested]
*'''IS Mod:''' An [[ImageSpace Modifiers|ImageSpace Modifier]] to be applied when the camera is within the IS Radius.
*'''Art File:''' The nif file to be used, for example "TurnUndeadHazard.Nif" for the ringed effect for the turn undead spell.
*'''IS Radius:''' The radius within which the specified IS Mod is applied.
*'''Light:''' The "World Objects - Light" Light effect.
*'''Art File:''' The NIF file to be used; for example "TurnUndeadHazard.Nif" for the ringed effect for the turn undead spell.
*'''Spell:''' Hazard effect's magic spell. Note: the "Caster" is always unaffected by the Hazard.
*'''Light:''' A [[Light]] to attach to the Hazard.
*'''Spell:''' The spell to apply to any Actors within the Hazard's radius. Note: the "Caster" is always unaffected by the Hazard.
*'''Sound:''' The "Audio - Sound Descriptor" Sound effect played during Hazard.
*'''Sound:''' The "Audio - Sound Descriptor" Sound effect played during Hazard.
*'''IS Mod:''' [Unknown/Not Yet Tested]
*'''Impact Data Set:''' [Unknown/Not Yet Tested]
*'''Impact Date Set:''' [Unknown/Not Yet Tested]


*'''FLAGS:'''
'''Flags'''
*'''Affects Player Only:''' Note: If the 'player' cast the spell the Hazard is attached to, the Hazard will not effect the player.
*'''Affects Player Only:''' Note: If the player cast the spell that the Hazard is attached to, then the Hazard will not affect the player even if this flag is set.
*'''Inherit Duration From Spawn Spell:''' Causes the animated (loop) part of the associated .nif to loop for as long as defined in the spell / impact.
*'''Inherit Duration From Spawn Spell:''' Causes the animated (loop) part of the associated NIF to loop for as long as defined in the spell / impact.
*'''Inherit Radius From Spawn Spell:''' [Unknown/Not Yet Tested]
*'''Inherit Radius From Spawn Spell:''' [Unknown/Not Yet Tested]
*'''Align to Impact Normal:''' [Unknown/Not Yet Tested]
*'''Align to Impact Normal:''' Rotates the hazard such that its up-vector matches the impact normal; the hazard will align with the surface it is spawned against.
*'''Drop to Ground:''' Causes the associated .nif to appear close to the ground upon impact
*'''Drop to Ground:''' Causes the associated NIF to appear close to the ground upon impact.
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