dillsfawn Posted April 24, 2009 Share Posted April 24, 2009 Ive searched the forum, but was unabe to find how to prevent the player from changing out armors in combat.I would also like to prevent unlimited use of stimpacks, ect while in combat.(I have an idea on how to limit stimpack use, but would like to see the generaly accepted method if one exists)I know of the "fReEquiptArmorTime" variable and suspect this would be a decent work around, but would prefer a hard block to prevent the player from doing it altogether. Link to comment Share on other sites More sharing options...
TGBlank Posted April 24, 2009 Share Posted April 24, 2009 Well, it could be made with a quest script. Simply by fose-asking what armor is on, and if it's different from the previous call, re-equip the old one.Stimpaks... Changing them from instant heal to 1 second regen does what you want (effects dont stack). Longer duration = takes longer to heal and longer till the player can stack another stim. FWE/RI does it this way. Link to comment Share on other sites More sharing options...
dillsfawn Posted April 25, 2009 Author Share Posted April 25, 2009 Actualy, the end result Im going for is duration heals for food, and insta heals for stimpacks.It doesn' seem to work with food tho, since there are so many unique types of food and each type can stack with one another. As for the FOSE thing, Im not sure exactly what that is...I gather a 3rd party scripting tool?If at all possible Id like to stick with GECK only modding...(or does fose refer to the scripting tool in GECK?) Thank you very much for the help. :thumbsup: Link to comment Share on other sites More sharing options...
TGBlank Posted April 25, 2009 Share Posted April 25, 2009 Fallout Script Extender.Its a loader that launches fallout/geck and patches it to enable extra functionality to scripts. Akin to Oblivion's OBSE.Just like OBSE, once it gets further ahead most mods are likely to use it. List of added functions here:http://fose.silverlock.org/fose_command_doc.html And about stimpaks, 1 second is still pretty swift. Link to comment Share on other sites More sharing options...
dillsfawn Posted April 28, 2009 Author Share Posted April 28, 2009 I got an idea for the foods.But I need some info about addictions.I know that Actor Effect>Addictions is where the actual addiction consequences are set up.I also know that those are placed in the addiction value in the injestibles.I am also assuming that the Usage Monitor effect deals with duration in someway, since the addiction effects do not have durations.But the usage monitor effect also has magnitude.Even more confusing to me is the fact that Ultra jet has a lower value for both duration and magnitude in the usage monitor effect than regular jet.Is the UMON's duration how long the addiction lasts? or how long before the addiction starts negativly effecting the player?What is magnitude used for?Also... Ive never been addicted before. If the player is addicted to jet, and then uses jet will the negative effects subside?for how long?(or is this what duration in UMON is?) Link to comment Share on other sites More sharing options...
TGBlank Posted April 28, 2009 Share Posted April 28, 2009 Addictions normally dont go away on their own, tho the effects are negated while on the chem. I can't recall if their effect is selective and thus does not apply to the times where you're chemmed or if the toggling is handled by the engine.Only way to get rid of them is through docs. Link to comment Share on other sites More sharing options...
dillsfawn Posted April 28, 2009 Author Share Posted April 28, 2009 Addictions normally dont go away on their own, tho the effects are negated while on the chem. I can't recall if their effect is selective and thus does not apply to the times where you're chemmed or if the toggling is handled by the engine.Only way to get rid of them is through docs.thanx :D that is helpful! No ideas as to what magnitude is for in UMOD? Link to comment Share on other sites More sharing options...
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