tenb1 Posted February 9, 2009 Share Posted February 9, 2009 I went through the whole list of functions already for the GECK and I couldn't find any command or function to cause a weapon to jam via a script. Does anyone out there know and can enlighten me please? or if that's not possible, then is there a way to prevent the player from firing a gun for a set amount of time when certain parameters are met? (i.e. player.GetWeaponHealthPerc < 5 then cause the weapon to be unable to fire for 3 sec, or jam the weapon for 3 sec) Thanks in advance! Link to comment Share on other sites More sharing options...
Smosh Posted February 9, 2009 Share Posted February 9, 2009 I don't know how to do it myself but I do know that jams are incorporated in the Balance Overhaul Mod You might want to a look through there or just ask the modder on the forum thread. Link to comment Share on other sites More sharing options...
Callighan Posted February 10, 2009 Share Posted February 10, 2009 I went through the whole list of functions already for the GECK and I couldn't find any command or function to cause a weapon to jam via a script. Does anyone out there know and can enlighten me please? or if that's not possible, then is there a way to prevent the player from firing a gun for a set amount of time when certain parameters are met? (i.e. player.GetWeaponHealthPerc < 5 then cause the weapon to be unable to fire for 3 sec, or jam the weapon for 3 sec) Thanks in advance! Well I think you've figured out a workaround yourself. Make a script which lowers weapon health to less than 5 for a certain amount of time after certain criteria are met. Then returns weapon health to the previous value after the time had elapsed. During that time, you can't fire the weapon a.k.a. jammed. Anyhow, please do inform us how you achieve a weapon jam effect if you do figure it out. That would be really helpful. :) Link to comment Share on other sites More sharing options...
tenb1 Posted February 10, 2009 Author Share Posted February 10, 2009 I believe I may have solved the problem, will do some testing when I get home Link to comment Share on other sites More sharing options...
tenb1 Posted February 10, 2009 Author Share Posted February 10, 2009 Nope I guess not my method doesnt work Link to comment Share on other sites More sharing options...
Callighan Posted February 10, 2009 Share Posted February 10, 2009 Which method did you try? Link to comment Share on other sites More sharing options...
zip2k4 Posted February 13, 2009 Share Posted February 13, 2009 i found out a way to make this happen after got full eating a subway sandwich after work lol ok, what i did was simply using the uh....... wtf ok i totally forgot the name! um....... oh yea! dawnfang duskfang, remember? from oblivion, yea that one, use that principle BUT on FO3, i tried using it for 10mm pistol, it worked! but..... it's awful..... it's just pain in the ass.... because of 2 things: 1. you have to create a new unique ID form for each weapon you'd want to jam2. you have to figure out the 'optimum' health ratio for jam after jam after jam :) i set my 10mm max health to 20, so it jams, then it jams then it jams XDalso i edited the 10mm with enchantment to lower luck by 10 points so that adds to thejamming probability. for now this is my solution, hopefully some1 can figure a better way out of this mess :)good luck! :D Link to comment Share on other sites More sharing options...
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