LarryG on 5/6/2013 at 22:21
My memory is that in the OMs, when you picked or shot a fragile light emitting mushroom, you got a small puff of smoke when the light went out, and looking at the archetype, there is a Corpse link to SmokePuff (-1997) there. But when you create a concrete mushroom, it doesn't get the SmokePuff Corpse link. So no puff when the mush is slain. If you add the link manually, it doesn't matter, no puff when slaying the mush.
So what are you supposed to do to set up the mushroom to puff on slain? I mean, I know how I could do it with NV scripts, but how is it supposed to work? Or am I misremembering and it never did puff?
DarkMax on 5/6/2013 at 22:29
Quote Posted by LarryG
My memory is that in the OMs, when you picked or shot a fragile light emitting mushroom, you got a small puff of smoke when the light went out, and looking at the archetype, there is a Corpse link to SmokePuff (-1997) there. But when you create a concrete mushroom, it doesn't get the SmokePuff Corpse link. So no puff when the mush is slain. If you add the link manually, it doesn't matter, no puff when slaying the mush.
So what are you supposed to do to set up the mushroom to puff on slain? I mean, I know how I could do it with NV scripts, but how is it supposed to work? Or am I misremembering and it never did puff?
It never puffed, as far as I know and saw in the OM's.
If you want them to puff, go to its archetype, and add Game > Damage Model > Slay result: normal.
LarryG on 5/6/2013 at 23:33
I wonder why the Corpse link is there in the archetype then? I believe you, though I swear ... maybe it was a fan mission? But the Corpse link is in the archetype ... ???
Well, you're right, adding Game > Damage Model > Slay result: normal does get the puff to happen, but the terrain stays illuminated after the mushroom is gone! With No Effect, the Animlight turns off. :confused:
DarkMax on 5/6/2013 at 23:46
You can remove all light effects from the mush, then add this (with the Slay Result as normal)
Renderer > Dynamic light (choose value)
Renderer > Light Color (choose value)
and I think this will make the mushroom smoke while not leaving any light (Just like fire elementals).
jtr7 on 5/6/2013 at 23:52
Yeah, I don't remember that happening, but there might be one that does, since I recall a moment somewhere that reminded me of the puffballs we have growing locally in the woods.
Sensut on 7/6/2013 at 06:18
You need new dark. Create the litemush fragil and change Game - Damage Model - Slay Result from NoEffect to Normal, then activate Dynamic light in Anim Light property.
Without New Dark you need to replace the whole Anim Light property with Dynamic Light.