Trouble playing The Black Parade missions in DromEd Game Mode. - by Garrett731
voodoo47 on 8/11/2025 at 20:36
probably. but I'll have to sleep on this one.
Garrett731 on 8/11/2025 at 20:43
Quote Posted by voodoo47
probably. but I'll have to sleep on this one.
Of course, and even if it turns out this can't be done (which I hope it can), I appreciate all of the help you've given me. Sleep well. :angel:
voodoo47 on 9/11/2025 at 14:58
almost anything can be done nowadays, all you have to have is the skill and the time. and behold, a simple death field;
Code:
DML1
//load nvscript
#script "NVScript"
//to speed things up, we need to create a custom metaprop that would control the speed (values 0.10 to 1.00, the lower the value, the faster the creatures are going to get)
CreateArch "MetaProperty" "TurnOnTheSpeed"
{
}
+ObjProp "TurnOnTheSpeed" "TimeWarp"
{
"" 1.00
}
//remove the TimeWarp prop from all concretes upon beginscript so that the TurnOnTheSpeed meta would take effect once assigned to a concrete
CreateArch "MetaProperty" "KillTimeWarp"
{
}
+ObjProp "KillTimeWarp" "Scripts"
{
"Script 0" NVRemovePropertyTrap
"Script 1" NVMetaTrap
}
+ObjProp "KillTimeWarp" "DesignNote"
{
"" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="TimeWarp"; NVRemovePropertyTrapCount=1; NVMetaTrapOn="Sim"; NVMetaTrapMeta="TurnOnTheSpeed"; NVMetaTrapOff="NULL"; NVMetaTrapCount=1;
}
+MetaProp "Creature" "KillTimeWarp"
//set up death field (creatures must be immune to it)
++Receptron "Creature" "ToxicStim"
{
Min 0
Max None
Effect "Abort"
}
//and now place it onto the archetype (intensity controls how strong the dose is, period controls how often it is administered in milliseconds, radius how far the field reaches)
+StimSource "Creature" "ToxicStim"
{
Intensity 10
Propagator "Radius"
{
Life
{
"Flags" "No Max Firings"
"Period" 250
"Max Firings" 0
"Intensity Slope" 0.00
}
Shape
{
"Radius" 5.00
"Flags" "[None]"
"Dispersion" "Linear"
}
}
}
feel free to tweak to your likings (all the values are tweakable mid-game). note - as always, this type of mod might cause odd behavior sometimes. additional map adjustments might be needed to take care of such situations.
Garrett731 on 9/11/2025 at 15:38
Quote Posted by voodoo47
almost anything can be done nowadays, all you have to have is the skill and the time. and behold, a simple death field;
Code:
DML1
//load nvscript
#script "NVScript"
//to speed things up, we need to create a custom metaprop that would control the speed (values 0.10 to 1.00, the lower the value, the faster the creatures are going to get)
CreateArch "MetaProperty" "TurnOnTheSpeed"
{
}
+ObjProp "TurnOnTheSpeed" "TimeWarp"
{
"" 1.00
}
//remove the TimeWarp prop from all concretes upon beginscript so that the TurnOnTheSpeed meta would take effect once assigned to a concrete
CreateArch "MetaProperty" "KillTimeWarp"
{
}
+ObjProp "KillTimeWarp" "Scripts"
{
"Script 0" NVRemovePropertyTrap
"Script 1" NVMetaTrap
}
+ObjProp "KillTimeWarp" "DesignNote"
{
"" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="TimeWarp"; NVRemovePropertyTrapCount=1; NVMetaTrapOn="Sim"; NVMetaTrapMeta="TurnOnTheSpeed"; NVMetaTrapOff="NULL"; NVMetaTrapCount=1;
}
+MetaProp "Creature" "KillTimeWarp"
//set up death field (creatures must be immune to it)
++Receptron "Creature" "ToxicStim"
{
Min 0
Max None
Effect "Abort"
}
//and now place it onto the archetype (intensity controls how strong the dose is, period controls how often it is administered in milliseconds, radius how far the field reaches)
+StimSource "Creature" "ToxicStim"
{
Intensity 10
Propagator "Radius"
{
Life
{
"Flags" "No Max Firings"
"Period" 250
"Max Firings" 0
"Intensity Slope" 0.00
}
Shape
{
"Radius" 5.00
"Flags" "[None]"
"Dispersion" "Linear"
}
}
}
feel free to tweak to your likings (all the values are tweakable mid-game). note - as always, this type of mod might cause odd behavior sometimes. additional map adjustments might be needed to take care of such situations.
You're a genius! Just one thing: it seems unarmed civilians/non-hostile enemies damage you too, which could be problematic in certain situations. On the other hand, some civilians do fight back in The Black Parade (such as in the first mission), so it also makes kind of sense. Is there any way to ensure civilians are the only exception or that you're only damaged when enemies are alerted/hostile? Even if none of this is possible, your code is still awesome, and I can't wait to try it out. :)
voodoo47 on 9/11/2025 at 16:26
code refined, seems to be doing what it should (first guard on the first map still deathfielding the player, but the two servants in the shop are safe now);
Code:
DML1
//load nvscript
#script "NVScript"
//to speed things up, we need to create a custom metaprop
CreateArch "MetaProperty" "TurnOnTheSpeed"
{
}
+ObjProp "TurnOnTheSpeed" "TimeWarp"
{
"" 0.50
}
//remove the TimeWarp prop from all concretes upon beginscript so that the TurnOnTheSpeed meta would take effect once assigned to a concrete
CreateArch "MetaProperty" "KillTimeWarp"
{
}
+ObjProp "KillTimeWarp" "Scripts"
{
"Script 0" NVRemovePropertyTrap
"Script 1" NVMetaTrap
}
+ObjProp "KillTimeWarp" "DesignNote"
{
"" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="TimeWarp"; NVRemovePropertyTrapCount=1; NVMetaTrapOn="Sim"; NVMetaTrapMeta="TurnOnTheSpeed"; NVMetaTrapOff="NULL"; NVMetaTrapCount=1;
}
+MetaProp "Creature" "KillTimeWarp"
//set up death field (creatures must be immune to it)
++Receptron "Creature" "ToxicStim"
{
Min 0
Max None
Effect "Abort"
}
//and now to create the metaprop (intensity controls how strong the dose is, period controls how often it is administered in milliseconds, radius how far the field reaches)
CreateArch "MetaProperty" "DeathField"
{
}
+StimSource "DeathField" "ToxicStim"
{
Intensity 10
Propagator "Radius"
{
Life
{
"Flags" "No Max Firings"
"Period" 250
"Max Firings" 0
"Intensity Slope" 0.00
}
Shape
{
"Radius" 5.00
"Flags" "[None]"
"Dispersion" "Linear"
}
}
}
//and another metaprop to control where the field would be assigned
CreateArch "MetaProperty" "DeathFieldAssign"
{
}
+ObjProp "DeathFieldAssign" "Scripts"
{
"Script 0" NVMetaTrap9
}
+ObjProp "DeathFieldAssign" "DesignNote"
{
"" NVMetaTrap9On="Sim"; NVMetaTrap9Meta="DeathField"; NVMetaTrap9Off="NULL"; NVMetaTrap9Count=1;
}
+MetaProp "Creature" "DeathFieldAssign"
//and now try to exclude civilians
+ObjProp "bystander" "DesignNote"
{
"" NVMetaTrap9On="NULL";
}
start death field only when AI is turned aware is also doable. try this;
Code:
DML1
//load nvscript
#script "NVScript"
//to speed things up, we need to create a custom metaprop
CreateArch "MetaProperty" "TurnOnTheSpeed"
{
}
+ObjProp "TurnOnTheSpeed" "TimeWarp"
{
"" 0.50
}
//remove the TimeWarp prop from all concretes upon beginscript so that the TurnOnTheSpeed meta would take effect once assigned to a concrete
CreateArch "MetaProperty" "KillTimeWarp"
{
}
+ObjProp "KillTimeWarp" "Scripts"
{
"Script 0" NVRemovePropertyTrap
"Script 1" NVMetaTrap
}
+ObjProp "KillTimeWarp" "DesignNote"
{
"" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="TimeWarp"; NVRemovePropertyTrapCount=1; NVMetaTrapOn="Sim"; NVMetaTrapMeta="TurnOnTheSpeed"; NVMetaTrapOff="NULL"; NVMetaTrapCount=1;
}
+MetaProp "Creature" "KillTimeWarp"
//set up death field (creatures must be immune to it)
++Receptron "Creature" "ToxicStim"
{
Min 0
Max None
Effect "Abort"
}
//and now to create the metaprop (intensity controls how strong the dose is, period controls how often it is administered in milliseconds, radius how far the field reaches)
CreateArch "MetaProperty" "DeathField"
{
}
+StimSource "DeathField" "ToxicStim"
{
Intensity 10
Propagator "Radius"
{
Life
{
"Flags" "No Max Firings"
"Period" 250
"Max Firings" 0
"Intensity Slope" 0.00
}
Shape
{
"Radius" 5.00
"Flags" "[None]"
"Dispersion" "Linear"
}
}
}
//and another metaprop to control when the field would be assigned
CreateArch "MetaProperty" "DeathFieldAssign"
{
}
+ObjProp "DeathFieldAssign" "Scripts"
{
"Script 0" NVMetaTrap9
}
+ObjProp "DeathFieldAssign" "DesignNote"
{
"" NVMetaTrap9On="StartAttack"; NVMetaTrap9Meta="DeathField"; NVMetaTrap9Off="PhysFellAsleep";
}
+MetaProp "Creature" "DeathFieldAssign"
//and now try to exclude civilians
+ObjProp "bystander" "DesignNote"
{
"" NVMetaTrap9On="NULL"; NVMetaTrap9Off="NULL";
}
should activate the death field upon the AI trying to attack the player for the first time, and deactivate it when the creature calms down completely (you probably would have to run away quite far for it to happen though,
PhysFellAsleep will not happen if you are nearby). not sure whether this will work as intended, but seem to be doing what it should on the first few guards. try replacing
PhysFellAsleep with
EndAttack to see whether that will make the death field turn off switch work better.
Garrett731 on 9/11/2025 at 18:32
Quote Posted by voodoo47
code refined, seems to be doing what it should (first guard on the first map still deathfielding the player, but the two servants in the shop are safe now);
Code:
DML1
//load nvscript
#script "NVScript"
//to speed things up, we need to create a custom metaprop
CreateArch "MetaProperty" "TurnOnTheSpeed"
{
}
+ObjProp "TurnOnTheSpeed" "TimeWarp"
{
"" 0.50
}
//remove the TimeWarp prop from all concretes upon beginscript so that the TurnOnTheSpeed meta would take effect once assigned to a concrete
CreateArch "MetaProperty" "KillTimeWarp"
{
}
+ObjProp "KillTimeWarp" "Scripts"
{
"Script 0" NVRemovePropertyTrap
"Script 1" NVMetaTrap
}
+ObjProp "KillTimeWarp" "DesignNote"
{
"" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="TimeWarp"; NVRemovePropertyTrapCount=1; NVMetaTrapOn="Sim"; NVMetaTrapMeta="TurnOnTheSpeed"; NVMetaTrapOff="NULL"; NVMetaTrapCount=1;
}
+MetaProp "Creature" "KillTimeWarp"
//set up death field (creatures must be immune to it)
++Receptron "Creature" "ToxicStim"
{
Min 0
Max None
Effect "Abort"
}
//and now to create the metaprop (intensity controls how strong the dose is, period controls how often it is administered in milliseconds, radius how far the field reaches)
CreateArch "MetaProperty" "DeathField"
{
}
+StimSource "DeathField" "ToxicStim"
{
Intensity 10
Propagator "Radius"
{
Life
{
"Flags" "No Max Firings"
"Period" 250
"Max Firings" 0
"Intensity Slope" 0.00
}
Shape
{
"Radius" 5.00
"Flags" "[None]"
"Dispersion" "Linear"
}
}
}
//and another metaprop to control where the field would be assigned
CreateArch "MetaProperty" "DeathFieldAssign"
{
}
+ObjProp "DeathFieldAssign" "Scripts"
{
"Script 0" NVMetaTrap9
}
+ObjProp "DeathFieldAssign" "DesignNote"
{
"" NVMetaTrap9On="Sim"; NVMetaTrap9Meta="DeathField"; NVMetaTrap9Off="NULL"; NVMetaTrap9Count=1;
}
+MetaProp "Creature" "DeathFieldAssign"
//and now try to exclude civilians
+ObjProp "bystander" "DesignNote"
{
"" NVMetaTrap9On="NULL";
}
start death field only when AI is turned aware is also doable. try this;
Code:
DML1
//load nvscript
#script "NVScript"
//to speed things up, we need to create a custom metaprop
CreateArch "MetaProperty" "TurnOnTheSpeed"
{
}
+ObjProp "TurnOnTheSpeed" "TimeWarp"
{
"" 0.50
}
//remove the TimeWarp prop from all concretes upon beginscript so that the TurnOnTheSpeed meta would take effect once assigned to a concrete
CreateArch "MetaProperty" "KillTimeWarp"
{
}
+ObjProp "KillTimeWarp" "Scripts"
{
"Script 0" NVRemovePropertyTrap
"Script 1" NVMetaTrap
}
+ObjProp "KillTimeWarp" "DesignNote"
{
"" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="TimeWarp"; NVRemovePropertyTrapCount=1; NVMetaTrapOn="Sim"; NVMetaTrapMeta="TurnOnTheSpeed"; NVMetaTrapOff="NULL"; NVMetaTrapCount=1;
}
+MetaProp "Creature" "KillTimeWarp"
//set up death field (creatures must be immune to it)
++Receptron "Creature" "ToxicStim"
{
Min 0
Max None
Effect "Abort"
}
//and now to create the metaprop (intensity controls how strong the dose is, period controls how often it is administered in milliseconds, radius how far the field reaches)
CreateArch "MetaProperty" "DeathField"
{
}
+StimSource "DeathField" "ToxicStim"
{
Intensity 10
Propagator "Radius"
{
Life
{
"Flags" "No Max Firings"
"Period" 250
"Max Firings" 0
"Intensity Slope" 0.00
}
Shape
{
"Radius" 5.00
"Flags" "[None]"
"Dispersion" "Linear"
}
}
}
//and another metaprop to control when the field would be assigned
CreateArch "MetaProperty" "DeathFieldAssign"
{
}
+ObjProp "DeathFieldAssign" "Scripts"
{
"Script 0" NVMetaTrap9
}
+ObjProp "DeathFieldAssign" "DesignNote"
{
"" NVMetaTrap9On="StartAttack"; NVMetaTrap9Meta="DeathField"; NVMetaTrap9Off="PhysFellAsleep";
}
+MetaProp "Creature" "DeathFieldAssign"
//and now try to exclude civilians
+ObjProp "bystander" "DesignNote"
{
"" NVMetaTrap9On="NULL"; NVMetaTrap9Off="NULL";
}
should activate the death field upon the AI trying to attack the player for the first time, and deactivate it when the creature calms down completely (you probably would have to run away quite far for it to happen though,
PhysFellAsleep will not happen if you are nearby). not sure whether this will work as intended, but seem to be doing what it should on the first few guards. try replacing
PhysFellAsleep with
EndAttack to see whether that will make the death field turn off switch work better.
Thanks! I'll let you know how it goes. :angel:
Garrett731 on 9/11/2025 at 20:02
Quote Posted by voodoo47
code refined, seems to be doing what it should (first guard on the first map still deathfielding the player, but the two servants in the shop are safe now);
Code:
DML1
//load nvscript
#script "NVScript"
//to speed things up, we need to create a custom metaprop
CreateArch "MetaProperty" "TurnOnTheSpeed"
{
}
+ObjProp "TurnOnTheSpeed" "TimeWarp"
{
"" 0.50
}
//remove the TimeWarp prop from all concretes upon beginscript so that the TurnOnTheSpeed meta would take effect once assigned to a concrete
CreateArch "MetaProperty" "KillTimeWarp"
{
}
+ObjProp "KillTimeWarp" "Scripts"
{
"Script 0" NVRemovePropertyTrap
"Script 1" NVMetaTrap
}
+ObjProp "KillTimeWarp" "DesignNote"
{
"" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="TimeWarp"; NVRemovePropertyTrapCount=1; NVMetaTrapOn="Sim"; NVMetaTrapMeta="TurnOnTheSpeed"; NVMetaTrapOff="NULL"; NVMetaTrapCount=1;
}
+MetaProp "Creature" "KillTimeWarp"
//set up death field (creatures must be immune to it)
++Receptron "Creature" "ToxicStim"
{
Min 0
Max None
Effect "Abort"
}
//and now to create the metaprop (intensity controls how strong the dose is, period controls how often it is administered in milliseconds, radius how far the field reaches)
CreateArch "MetaProperty" "DeathField"
{
}
+StimSource "DeathField" "ToxicStim"
{
Intensity 10
Propagator "Radius"
{
Life
{
"Flags" "No Max Firings"
"Period" 250
"Max Firings" 0
"Intensity Slope" 0.00
}
Shape
{
"Radius" 5.00
"Flags" "[None]"
"Dispersion" "Linear"
}
}
}
//and another metaprop to control where the field would be assigned
CreateArch "MetaProperty" "DeathFieldAssign"
{
}
+ObjProp "DeathFieldAssign" "Scripts"
{
"Script 0" NVMetaTrap9
}
+ObjProp "DeathFieldAssign" "DesignNote"
{
"" NVMetaTrap9On="Sim"; NVMetaTrap9Meta="DeathField"; NVMetaTrap9Off="NULL"; NVMetaTrap9Count=1;
}
+MetaProp "Creature" "DeathFieldAssign"
//and now try to exclude civilians
+ObjProp "bystander" "DesignNote"
{
"" NVMetaTrap9On="NULL";
}
start death field only when AI is turned aware is also doable. try this;
Code:
DML1
//load nvscript
#script "NVScript"
//to speed things up, we need to create a custom metaprop
CreateArch "MetaProperty" "TurnOnTheSpeed"
{
}
+ObjProp "TurnOnTheSpeed" "TimeWarp"
{
"" 0.50
}
//remove the TimeWarp prop from all concretes upon beginscript so that the TurnOnTheSpeed meta would take effect once assigned to a concrete
CreateArch "MetaProperty" "KillTimeWarp"
{
}
+ObjProp "KillTimeWarp" "Scripts"
{
"Script 0" NVRemovePropertyTrap
"Script 1" NVMetaTrap
}
+ObjProp "KillTimeWarp" "DesignNote"
{
"" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="TimeWarp"; NVRemovePropertyTrapCount=1; NVMetaTrapOn="Sim"; NVMetaTrapMeta="TurnOnTheSpeed"; NVMetaTrapOff="NULL"; NVMetaTrapCount=1;
}
+MetaProp "Creature" "KillTimeWarp"
//set up death field (creatures must be immune to it)
++Receptron "Creature" "ToxicStim"
{
Min 0
Max None
Effect "Abort"
}
//and now to create the metaprop (intensity controls how strong the dose is, period controls how often it is administered in milliseconds, radius how far the field reaches)
CreateArch "MetaProperty" "DeathField"
{
}
+StimSource "DeathField" "ToxicStim"
{
Intensity 10
Propagator "Radius"
{
Life
{
"Flags" "No Max Firings"
"Period" 250
"Max Firings" 0
"Intensity Slope" 0.00
}
Shape
{
"Radius" 5.00
"Flags" "[None]"
"Dispersion" "Linear"
}
}
}
//and another metaprop to control when the field would be assigned
CreateArch "MetaProperty" "DeathFieldAssign"
{
}
+ObjProp "DeathFieldAssign" "Scripts"
{
"Script 0" NVMetaTrap9
}
+ObjProp "DeathFieldAssign" "DesignNote"
{
"" NVMetaTrap9On="StartAttack"; NVMetaTrap9Meta="DeathField"; NVMetaTrap9Off="PhysFellAsleep";
}
+MetaProp "Creature" "DeathFieldAssign"
//and now try to exclude civilians
+ObjProp "bystander" "DesignNote"
{
"" NVMetaTrap9On="NULL"; NVMetaTrap9Off="NULL";
}
should activate the death field upon the AI trying to attack the player for the first time, and deactivate it when the creature calms down completely (you probably would have to run away quite far for it to happen though,
PhysFellAsleep will not happen if you are nearby). not sure whether this will work as intended, but seem to be doing what it should on the first few guards. try replacing
PhysFellAsleep with
EndAttack to see whether that will make the death field turn off switch work better.
I've been experimenting with your codes in The Black Parade missions, the first code being the constant and unconditional deathfield, and the second code being the conditional (calm or hostile) deathfield that's triggered by an attack. Overall, I prefer the first code, just because it feels awkward having to wait for an enemy to attack for the first time (which doesn't always happen) to gain a deathfield in the first place, even though it's still awesome. :D
Major issue with first code:
. Even knocked-out or dead enemies (including animals) have an active deathfield. This can be problematic in levels decorated with corpses. Is there a way to disable the death field when enemies are knocked unconscious or killed?
Minor issues:
. The 'Keepers/hooded figures' in 'Kept Away From View' (the mission with the Keeper hideout) are unaffected by the speed value. Curiously, the
very first 'Keeper/hooded figure' (which you have to trail/follow to the hideout) is initially affected by the speed value, but breaks when you walk into view. If this proves too difficult to isolate, that's totally fine -- the deathfield element alone is so awesome that the speed value adjustment is just a small bonus for me.
. The 'red ghosts' at the start of 'The Black Parade' mission can kill you, even though they're not technically classed as enemies.
Negligible issues:
. I found a specific spot in 'The Black Parade' mission that kills you. I can only guess it's due to some unknown or invisible entity classed as an enemy.
. The horses in The Black Parade can kill you, but given how rarely they appear in the campaign, this isn't too problematic, and besides, it makes sense that horses can trample you, hehe. :angel:
voodoo47 on 9/11/2025 at 22:46
here's a modified version of the first code set that maybe will work better;
Code:
DML1
//load nvscript
#script "NVScript"
//to speed things up, we need to create a custom metaprop
CreateArch "MetaProperty" "TurnOnTheSpeed"
{
}
+ObjProp "TurnOnTheSpeed" "TimeWarp"
{
"" 0.50
}
//remove the TimeWarp prop from all concretes upon beginscript so that the TurnOnTheSpeed meta would take effect once assigned to a concrete
CreateArch "MetaProperty" "KillTimeWarp"
{
}
+ObjProp "KillTimeWarp" "Scripts"
{
"Script 0" NVRemovePropertyTrap
"Script 1" NVMetaTrap
}
+ObjProp "KillTimeWarp" "DesignNote"
{
"" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="TimeWarp"; NVRemovePropertyTrapCount=1; NVMetaTrapOn="Sim"; NVMetaTrapMeta="TurnOnTheSpeed"; NVMetaTrapOff="NULL"; NVMetaTrapCount=1;
}
+MetaProp "Creature" "KillTimeWarp"
//set up death field (creatures must be immune to it)
++Receptron "Creature" "ToxicStim"
{
Min 0
Max None
Effect "Abort"
}
//and now to create the metaprop (intensity controls how strong the dose is, period controls how often it is administered in milliseconds, radius how far the field reaches)
CreateArch "MetaProperty" "DeathField"
{
}
+StimSource "DeathField" "ToxicStim"
{
Intensity 10
Propagator "Radius"
{
Life
{
"Flags" "No Max Firings"
"Period" 250
"Max Firings" 0
"Intensity Slope" 0.00
}
Shape
{
"Radius" 5.00
"Flags" "[None]"
"Dispersion" "Linear"
}
}
}
//and another metaprop to control where the field would be assigned
CreateArch "MetaProperty" "DeathFieldAssign"
{
}
+ObjProp "DeathFieldAssign" "Scripts"
{
"Script 0" NVMetaTrap9
"Script 1" NVRelayTrap9
}
+ObjProp "DeathFieldAssign" "DesignNote"
{
"" NVMetaTrap9On="PhysFellAsleep"; NVMetaTrap9Meta="DeathField"; NVMetaTrap9Off="FieldOff"; NVMetaTrap9Count=1; NVMetaTrap9CountOnly=1; NVRelayTrap9On="Slain"; NVRelayTrap9TDest="[Me]"; NVRelayTrap9TOn="FieldOff"; NVRelayTrap9TOff="FieldOff";
}
+MetaProp "Creature" "DeathFieldAssign"
//and now try to exclude civilians
+ObjProp "bystander" "DesignNote"
{
"" NVMetaTrap9On="NULL";
}
// lets try to handle the knockout situation
+ObjProp "M-KnockedOut" "DesignNote"
{
"" NVRelayTrap9Off="AIModeChange";
}
every misbehaved concrete probably has some special props set and would have to be handled on individual basis, a tedious task - basically, you are asking me to turn this little funny endeavor into a full fledged mod. not sure whether I have time for that - I'll think about it next week. //ok, watch out, updated the code - should now properly disable the field a few seconds after a creature is either slain or knocked out.
Garrett731 on 9/11/2025 at 23:40
Quote Posted by voodoo47
here's a modified version of the first code set that maybe will work better;
Code:
DML1
//load nvscript
#script "NVScript"
//to speed things up, we need to create a custom metaprop
CreateArch "MetaProperty" "TurnOnTheSpeed"
{
}
+ObjProp "TurnOnTheSpeed" "TimeWarp"
{
"" 0.50
}
//remove the TimeWarp prop from all concretes upon beginscript so that the TurnOnTheSpeed meta would take effect once assigned to a concrete
CreateArch "MetaProperty" "KillTimeWarp"
{
}
+ObjProp "KillTimeWarp" "Scripts"
{
"Script 0" NVRemovePropertyTrap
"Script 1" NVMetaTrap
}
+ObjProp "KillTimeWarp" "DesignNote"
{
"" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="TimeWarp"; NVRemovePropertyTrapCount=1; NVMetaTrapOn="Sim"; NVMetaTrapMeta="TurnOnTheSpeed"; NVMetaTrapOff="NULL"; NVMetaTrapCount=1;
}
+MetaProp "Creature" "KillTimeWarp"
//set up death field (creatures must be immune to it)
++Receptron "Creature" "ToxicStim"
{
Min 0
Max None
Effect "Abort"
}
//and now to create the metaprop (intensity controls how strong the dose is, period controls how often it is administered in milliseconds, radius how far the field reaches)
CreateArch "MetaProperty" "DeathField"
{
}
+StimSource "DeathField" "ToxicStim"
{
Intensity 10
Propagator "Radius"
{
Life
{
"Flags" "No Max Firings"
"Period" 250
"Max Firings" 0
"Intensity Slope" 0.00
}
Shape
{
"Radius" 5.00
"Flags" "[None]"
"Dispersion" "Linear"
}
}
}
//and another metaprop to control where the field would be assigned
CreateArch "MetaProperty" "DeathFieldAssign"
{
}
+ObjProp "DeathFieldAssign" "Scripts"
{
"Script 0" NVMetaTrap9
"Script 1" NVRelayTrap9
}
+ObjProp "DeathFieldAssign" "DesignNote"
{
"" NVMetaTrap9On="PhysFellAsleep"; NVMetaTrap9Meta="DeathField"; NVMetaTrap9Off="FieldOff"; NVMetaTrap9Count=1; NVMetaTrap9CountOnly=1; NVRelayTrap9On="Slain"; NVRelayTrap9TDest="[Me]"; NVRelayTrap9TOn="FieldOff"; NVRelayTrap9TOff="FieldOff";
}
+MetaProp "Creature" "DeathFieldAssign"
//and now try to exclude civilians
+ObjProp "bystander" "DesignNote"
{
"" NVMetaTrap9On="NULL";
}
// lets try to handle the knockout situation
+ObjProp "M-KnockedOut" "DesignNote"
{
"" NVRelayTrap9Off="AIModeChange";
}
every misbehaved concrete probably has some special props set and would have to be handled on individual basis, a tedious task - basically, you are asking me to turn this little funny endeavor into a full fledged mod. not sure whether I have time for that - I'll think about it next week. //ok, watch out, updated the code - should now properly disable the field a few seconds after a creature is either slain or knocked out.
I completely understand, and you've been more than generous with your time, so no worries at all. :angel: You're amazing. As I said, the deathfield element alone is so awesome that the speed value adjustment is just a small bonus for me -- I can easily do without it, especially considering that Black Parade has it's own speed values. Thanks for the updated code! I'll test it.
voodoo47 on 10/11/2025 at 00:09
eeh, more of a "gets a job done somehow, if nobody else is available" guy really.
either way, no harm in collecting a few of those misbehaved concretes - once ingame, press SHIFT and ; to open the console, type in show_stats and hit enter, then printscreen to capture. you can then share the screenshots (find them under BlackParade\screenshots) here.