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Abesh

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  1. Not true :psyduck: I try to refrain from arguing respected members, but I've done it before without using OBSE, so am quite sure it is possible. It's actually quite simple; -Set a tempvar to GetAV health -Ask 'if tempvar != memvar' -it true, set memvar to tempvar && hitflag to 1 (&& any counter you may wish) (hit) -if not true, return (unhit) A DoOnce at the beginning with 'set memvar to GetAV health' would eliminate a "starter"bug. You say you are very familiar with scripting, I will therefore assume you know what I'm talking about. If not, say so and I will elaborate. Yeah, that makes sense to me, I guess I just want to know what Block type to put it under. I guess I could put it in like GameMode somehow and just check whether it's changed? Is there any less memory intensive ways of doing it?
  2. That's... pretty unhelpful. I'm very familiar with scripting, I just don't know how to do this specific thing.
  3. Hi, I have a scripting question - I want to create an effect whereby for the duration damage comes off of stamina instead of health. I think I could do it by checking health at the beginning of the effect and whenever health changes somehow get the amount changed and subtract it from stamina and re-add the same amount to health until the effect wears off. The main question is, how would I be able to track when health changes? And once I figure that out, how do I track the amount lost? Any thoughts?
  4. Hiya, I've been thinking about a neat weapon concept but I'm not too sure how to implement it so I thought I'd ask here. Essentially I want to make a gun that teleports you to where the shot lands. It's really not too tough to do, and I have it partially implemented already - if the shot (or the explosion) hits an actor, you can grab their reference and do a player.moveto to shift em over there. That's all well and good, but it doesn't allow you to move to an arbitrary place (can't just shoot a wall and teleport there). Probably what I'll have to do is have the shot create a reference point with placeatme or something and then teleport to that reference. Problem is, I have no idea how to do that in practice. Anyone have any experience with creating and grabbing reference IDs on the fly?
  5. Neat, this is like a higher tech version of my Coyote Reflex Armor! Looks good.
  6. So what I want to make is some kind of punching dagger thing that springs out when you draw it. I know the baton unfolds when you draw it, so I figure it's possible, but whenever I set the baton to be wielded in hand2hand fighting style, it doesn't spring out when you ready your weapon. Anyone know why? Another bizarre thing- when wielding it in hand2hand style, the weapon switches back and forth between my hands on alternate strikes. Any methods of preventing that?
  7. Alright, I know most of you guys probably don't even play Fallout anymore, but I finally released the next (and probably final version) of my Coyote Reflex Power Armor! It's seriously such a huge improvement over the last one it's absurd. Full changelog is on Nexus, but pretty much I added scripting to add hotkeys to the vision and speed functions, THEN added an upgrade system and a mode in which the world slows down and you speed up. It's pretty goddamn fancy and I'm proud of it, so got take a look at it! I wouldn't normally advertise my poo here, but it got some good reviews (41st best mod of all time and 4th best armor mod on Nexus apparently, wow) and I wanted to share it. Go ahead and kill some muties! http://www.fallout3nexus.com/downloads/file.php?id=3365
  8. Problem with this rather than what has already been suggested is that I wouldn't have an on-the-fly reference for an OnActivate statement.
  9. Ha, I had no idea that the function GetCrosshairRef existed, which makes this entire thing trivially easy, lol. I'll just set it to check IsActor and Player.IsSneaking. Sweet.
  10. So I want to try to get a script to activate when you pickpocket someone that simultaneously grabs them as a reference. Pretty much, I want to make a mod that lets you shove people if you sneak up behind them, like with Brahmin. Any ideas?
  11. Yep, figured out how to do it with a hotkey.
  12. Too bad it has utterly nothing to do with anything you're suggesting, and has nothing to do with weapon modding in and of itself.
  13. I have a plan for a really neat mod, but I need to figure out some FOSE functions. Namely, I want to figure out a script that takes a look at the weapon you are holding, saves its AnimMult (using GetWeaponAnimMult), then modifies it to be much faster with SetWeaponAnimMult. Afterwards, I want to switch back to the original multiplier by calling the variable saved earlier. However, I can't seem to get the format down. It doesn't even actually have to be AnimMult, any other FOSE function of the same type would do, such as changing the ammo type on the fly or etc. Anyone have any tips?
  14. I have a plan for a really neat mod, but I need to figure out some FOSE functions. Namely, I want to figure out a script that takes a look at the weapon you are holding, saves its AnimMult (using GetWeaponAnimMult), then modifies it to be much faster with SetWeaponAnimMult. Afterwards, I want to switch back to the original multiplier by calling the variable saved earlier. However, I can't seem to get the format down. It doesn't even actually have to be AnimMult, any other FOSE function of the same type would do, such as changing the ammo type on the fly or etc. Anyone have any tips?
  15. I got this to work using the weapon health function, but only one way, namely that I can set the health but not change it back. Any examples of mods using something similar?
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