soldojo Posted May 12, 2009 Share Posted May 12, 2009 Hey all, first post, but have been a member since long before F3. I'm working on a tiny mod for personal use that makes a unique version of a shishkebab using a retexture I found on here. I call it the Avenger, and it uses the 2h retexture found on this site, as a 1h weapon. The original artist did a great job, and I am very happy so far with my personal touches. I have since done a ton of editing on the stats and parameters of the newly created Avenger to make it a tad harder hitting than then vanilla shish but also requiring more AP output, and like-wise fixed its non-pyromaniac'ed state. Anyways, as a trade-off for the increased damage, I want the Avenger to require Flamer fuel as ammo per swing, as a final balancing touch. However, when I make it require the ammo, it does use ammo, but it does not actually consume ammo. Like-side, it does not actually show any counter for ammo in the bottom left of the HUD, but displays a full clip and the total amount of flamer full I have on the Pip-boy when I mouse over the Avenger. So, I'm a bit confused, having no ability to script, and only basic understanding of the GECK, I am stuck. I tried searching a lot of different word combo, but nothing returned even a helpful hint. No one has specifically asked about melee ammo usage that I could dig up. Link to comment Share on other sites More sharing options...
Holty07 Posted May 14, 2009 Share Posted May 14, 2009 I think the only way to do this would be to attach a script to it. The script would check if the player has flamer fuel and decrease it by however much you want. I don't know if it's possible to check every time the player swings though. You could have it use up ammo as it is drawn. So it all depends on how you want it to function. Link to comment Share on other sites More sharing options...
cmal Posted May 14, 2009 Share Posted May 14, 2009 There is a GECK function, IsPlayerActionActive, that you might be able to use in a script to remove the ammo as Holty suggested. Link to comment Share on other sites More sharing options...
Stewb Posted May 14, 2009 Share Posted May 14, 2009 how about you give the weapon no fire effects, then attach a script that on strike checks for flamer fuel in your inventory and removes some and adds fire damage to the victim? No flamer fuel results in no fire damage and you still get basic weapon damage from the shishkebab, seems like how it ought to work... Link to comment Share on other sites More sharing options...
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