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Supermutant use non-playable weapon and drop playable version of weapon?


RageNClear

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In gameplay, supermutants are very limited on what they can use. From my observation, They can only use

2hareloadF automatics (assault carbine) and 2hareloadi automatics (lightmachinegun).

 

Now I have an AK that uses 2hareloadM, it's custom so I'm gonna assume supermutant won't be able to use it.

I'm thinking of creating a non-playable AK that uses 2hareloadi that's usable by supermutant, but when they die/drop the gun, the gun would turn into the playable 2hareloadM version of the gun.

 

Question is, how can I write a script that does that?

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Pretty simple:

scn myMutantScript

begin OnDeath
     RemoveItem myUnnplayableGun 1
     AddItem myPlayableGun 1
end

I had the same problem trying to get the Super Mutants in FO3 to use other guns in the game (like the 10mm lever action from Point Lookout) and a few new guns I am adding to the game from various gun resources on the Nexus. I couldn't figure it out. I'll have to check into the animation settings and maybe do the same thing you are.

 

EDIT: Actually you should create a new level-list (like condMyGunLoot) that is like how other such vanilla lists (like CondHuntingRifleLoot) are.

 

Then change the 'addItem line to this:

AddItem condMyGunLoot 1
Edited by GamerRick
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Pretty simple:

scn myMutantScript

begin OnDeath
     RemoveItem myUnnplayableGun 1
     AddItem myPlayableGun 1
end

I had the same problem trying to get the Super Mutants in FO3 to use other guns in the game (like the 10mm lever action from Point Lookout) and a few new guns I am adding to the game from various gun resources on the Nexus. I couldn't figure it out. I'll have to check into the animation settings and maybe do the same thing you are.

 

EDIT: Actually you should create a new level-list (like condMyGunLoot) that is like how other such vanilla lists (like CondHuntingRifleLoot) are.

 

Then change the 'addItem line to this:

AddItem condMyGunLoot 1

I think I know what to do now. I create a supermutant copy of the AK that has an identical WithAmmoXXXLoot and displays the same name 'Chinese Rifle' and is in the supermutant leveled list. I copy the VLegateSword Script from Lanius's (unplayable) sword and change it into the playable AK. In theory at least.

 

Edit: If I do it like your first inital script. The value/condition of the gun won't change as the player won't be able to hover over the weapon to check the value. Downside is I'll have to check the 'Can't Drop' so you can't shoot it out of their hands. Unless I don't know there's some kind of code that checks if the (unplayable) gun is out of the supermutant's inventory before they die.

 

If I do it my way, then the value would be inconsistent as it might lower or raise the value/condition after being added into the player's inventory

 

Begin OnAdd Player
If AddOnce != 1
Player.AddItem WeapNVLegateSword2 1
Set AddOnce to 1
RemoveMe
Endif
This script from the Legate Swords is fine because it always gives you the max condition sword. But if I use CondMyWeaponLoot into the the AddItem it might change the value/cond of the gun than what you initially see when you hover your mouse over the (nonplayable) gun.
Also, how do I write down code in this post?
Edited by RageNClear
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