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A way to figure out who is attacking the player?


Tallon314

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So first off, The forums have already been fairly helpful in helping me learn to script in the Fallout 3 language, and given me some clever ideas, so to the community in general, thanks!

Now down to brass tacks:

I'm developing a mod that changes what happens when the player loses combat. In vanilla fallout, losing combat basically means you die, of course, but I'm attempting to make the mod somewhat more dynamic than that, to allow the player to be captured, jailed, looted and/or just left to bleed out.

I've got a basic behavior for the mod working, On death (Or really low health, in actuality) there's a chance that the player will simply pass out instead of being blown limb from limb.

The next step is where I'm encountering issues: I'm attempting to determine the faction(s)/afiliations of the actors attacking the player, so that the mod can then decide what to do with the player. I could just determine it randomly of course, but I'd like to give it some operational sense so that it can respond to different situations, rather than just throwing you somewhere.

For example, If the attackers are Tenpenny guards, I want the player to have the Passout imagespace play, then be moved to a Tenpenny holding cell. If the Player is defeated by Enclave Patrols, I want the player to pass out, then be moved to an Enclave facility, If it's a deathclaw attacking, the script probably wont' do anything, cause you know, Deathclaws, Etc. Etc. with all the factions you can imagine.

I can apply IMODs for a blacking out effect, and move the player, That's all fairly basic, but I can't figure out how to tell the script who is attacking the player, so that it can figure out where to move the player. Any ideas?

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Update: Never mind, it seems I've managed to accomplish this by Cycling through Refs in with FOSE commands and calling whether each ref enemy has the player targeted with GetCombatTarget. If someone has a better idea though, I'd still be willing to hear it, this method has less control than I'd like, and may be more intensive too. Still, it works for now.

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