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ozziefire

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Everything posted by ozziefire

  1. How about making the dam a bit less friendly with some real Aquatic Killers? :)
  2. I certainly was, but very informative for me and hopefully others as well :)
  3. How about a heap of miniature bugs, low DT & high resistance to everything except fire or grenades, low damage but persistant buggers you just may have to run from instead of fighting. Normal or smaller sized ant swarms?
  4. That's great info, and gives me heaps more crazy ideas too :)
  5. Cool stuff this is a much better way to do it and being more bulletproof has a few more possibilities too :)
  6. Yep that seems to have been my problem, I've gone back a few saves and it's back to normal :)
  7. I want a base script to remember an actors Strength and restore it when an armor outfit is removed the trouble is the armor varies in it's strength boost according to a few factors so can't reliably be sure I'm readjusting the Strength back so if I use a global to store the Strength somehow but never refresh it on loadup? Or am I better scripting it into the armor somehow, RestoreActorValue doesn't seem to work, and Force ActorValue causes the problem in the firstplace. What is the difference between GetBaseActorValue and GetPermanent Actor Value the GECK WIKI is pretty vague. Should I use DamageActorValue but with a negative Number instead? I somehow suspect this would be no better than ForceActorValue and of course the values would be left fixed when the script stops as the armor is removed. Does a quest Script remember local values? Thanks for your patience
  8. remove the periods . . . Hmm strange that worked after I removed the refOwner too of course, I was trying to make this useable later for companions as well as the player though companions don't have a radcount AFAIK
  9. I'm probably need to turn something on to activate my global variable, I've created it in Geck ok but it doesn't seem to work fo some reason ScriptName 0RadTestSCRIPT ;GLOBAL aaLastRadCount short intRadLevel short intLastRadCount ref refOwner Begin GameMode Set refOwner to player Set intRadLevel to 0 Set intLastRadCount to aaLastRadCount if refOwner.GetActorValue RadiationRads > intLastRadCount Set intRadLevel to refOwner.GetActorValue RadiationRads - intLastRadCount endif refOwner.ForceActorValue EnergyResist intRadLevel Set aaLastRadCount to refOwner.GetActorValue RadiationRads End
  10. Ok, I need to find out the amount of radiation damage a player is being subjected too, GetRadiation Level doesn't seem to work so I want to track the RadiationRads level of the player and use that, so I need to record the previous value to calculate the Radiation level, I'd really prefer not to use a Global variable and while researching it at http://geck.bethsoft.com/index.php/Globals I found this statement "In most cases, variables defined in quest script are the better choice. " Does this mean Non-Global variables in a quest script will be remembered somehow? Or there's a way to do so? Thanks
  11. Ok, given up on this, this doesn't seem to be related to the radiation level of the player (refOwner has been set to player too) it's something else as I am reading -35 rads/sec in the Novac hotel but I'm not taking any rad damage and it changes to -29 when the UI shows a rad level of 1 at a glowing one corpse. I swapped to a new character and then found GetRadiationLevel returning 0 even when standing in the middle of a rad pool taking rad damage. I'm running this as a script attached to the player in NPC's > Player, I've also tried it as a Quest Script and Worn Armor Effect with the same results.
  12. There is a flight Pack here somewhere, do a search for "Flight" to find it. Unfortunately it doesn't seem to work for me, I'm not an expert Scripter by any means still learning GECK too, I too would like to see SuperGirl & SuperMan Fly, I've just about completed a Scripting mod to use Radiation as Kryptonite :)
  13. I'm having problems trying to get a simple 1-5 integer of the current radiation level of the player, it seems a bit screwwing and is showing traces of radiation in non radiated areas for no apparent reason So I'm trying to filter it to get a decent value I can use in my script so far I have, Energy Resist = 0 when not runing this script so I don't see it being the cause and I am only using it to display the value for debugging ScriptName 0RadTestSCRIPT int intRadLevel ref refOwner Begin GameMode Set refOwner to player Set intRadLevel to refOwner.GetRadiationLevel refOwner.ForceActorValue EnergyResist intRadLevel End It seems like Radiation Level is negative value too. Using a float just gave me no end of trouble with trace radiation, but now I seem to have an on off effect where a UI display of Radiation Level 1 = heaps of radiation but 0 = none at all Anyone know how this works, I'm using NV but figure there are possibly more experts here assuming it's not a NV specific problem. Thanks for reading
  14. I'm having problems trying to get a simple 1-5 integer of the current radiation level ov the player, it seems a bit screwwing and is showing traces of radiation in non radiated areas for no apparent reason So I'm trying to filter it to get a decent value I can use in my script so far I have Set intRadLevel to (refOwner.GetRadiationLevel / -32) It seems like Radiation Level is negative value too. Using a float just gave me no end of trouble with trace radiation, but now I seem to have an on off effect where a UI display of Radiation Level 1 = heaps of radiation but 0 = none at all Anyone know how this works, I'm using NV but figure there are possibly more experts here assuming it's not a NV specific problem. Thanks for reading :)
  15. Cool, thanks, tha's what I ended up fumbling into anyway but I didn't know they stacked, cool little nugget of info that may have taken me a heap to work out :)
  16. Was doing it as an object effect, didn't realise it could also be an actor effect, have to consider that I guess, it's just a supersuit that regenerates the actor wearing it when in sunlight. Maybe it should be an Actor Effect?
  17. They are in the Generic quest under the combat tab, on the 'Hit' topic. There's a couple more in the GenericAdult quest. The sounds that the player makes when hit are in the GenericPlayer quest. From a script, you can have an actor Say Hit if you want them to make a sound. ActorRef.Say Hit Or if the conditions on the quest apply to the actor, they will say the line at the appropriate time. Excellent info mate that's even better than I wanted :)
  18. I'm looking for the sound of pain a female makes when hit, I've looked everywhere I can think of under audios and it doesn't seem to be there, the sound is in the game somewhere, maybe not accessable by GECK?
  19. Cool got that version running fine, but now trying to get a version running that is a effect inside a piece of armor, but it doesn't seem to work, I would also like it to work on the player or any npc wearing it (for the relevant stats) and am trying to find the "GetOwner" function to do so. Thanks for looking :) ScriptName SuperRegenSCRIPT int MicroRegen ref refOwner Begin ScriptEffectUpdate Set refOwner to player If GameHour > 7 If GameHour < 17 Set MicroRegen to ScriptEffectElapsedSeconds * 5 refOwner.RestoreAv Health MicroRegen refOwner.RestoreActorValue Fatigue MicroRegen refOwner.RestoreActorValue Hunger MicroRegen refOwner.RestoreActorValue Dehydration MicroRegen refOwner.RestoreAv LeftAttackCondition MicroRegen refOwner.RestoreAv RightAttackCondition MicroRegen refOwner.RestoreAv LeftMobilityCondition MicroRegen refOwner.RestoreAv RightMobilityCondition MicroRegen refOwner.RestoreAv EnduranceCondition MicroRegen refOwner.RestoreAv PerceptionCondition MicroRegen EndIf EndIf End
  20. I spy with my little eye.. something that approximately does what you request. Cool, will give it a go :)
  21. Hmm good point I'll give that a go, I originally tried running the script in an effect on armor and had intended it to work for NPC's as well and missed changing that player bit when rehashing it at some point Thanks for the reply :)
  22. I've dropped the following script into a GeckNV quest and ticked the StartGameEnabled but it doesn't seem to want to run, it is a quest script, any ideas? Thx for looking :) ScriptName SuperHeroQUESTSCRIPT int refRegen ref refOwner Begin GameMode set refOwner to player If player.IsInInterior == 0 If GameHour > 6 If GameHour < 18 Set refRegen to ScriptEffectElapsedSeconds * 10 refOwner.RestoreAv Health refRegen refOwner.RestoreAv Fatigue refRegen refOwner.RestoreAv Hunger refRegen refOwner.RestoreAv Dehydration refRegen refOwner.RestoreAv LeftAttackCondition refRegen refOwner.RestoreAv RightAttackCondition refRegen refOwner.RestoreAv LeftMobilityCondition refRegen refOwner.RestoreAv RightMobilityCondition refRegen refOwner.RestoreAv EnduranceCondition refRegen refOwner.RestoreAv PerceptionCondition refRegen EndIf EndIf EndIf End
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