romeck Posted May 23, 2009 Share Posted May 23, 2009 1) Would it be a lot of work for u skilled moders to do mod wich( just like information about cripple shots ) will show info about real damage done ? sth like e.g. : ' "Player_Name /NPC" hit "Enemy_Name " for XX dam. ' or if hit by enemy : ' "Enemy_Name" hit "Player_Name/NPC" for XX dam ' or if shot is missed : ' "Player_name/NPC_Name" missed "Enemy_Name" ' and so on. but with a bit lsmaller font and is shown for a 2 sec. just like information about cripple shots, In previous fallout was some log to show such thing and i like to know how much exactly damage i do. Link to comment Share on other sites More sharing options...
TGBlank Posted May 23, 2009 Share Posted May 23, 2009 Log of missed shots. No. Log of damage, there's no way to identify who did the damage, or to show the name of the npc on a message, and doing such log would be somewhat processor-intensive. Other than that, doable. Link to comment Share on other sites More sharing options...
romeck Posted May 24, 2009 Author Share Posted May 24, 2009 ok , so just damage nr. that i do for enemies only numbers not percent :) Link to comment Share on other sites More sharing options...
TGBlank Posted May 24, 2009 Share Posted May 24, 2009 You'd need to give each foe a token with a script more or less like this: scn loggyscript Float Oldlife Ref Owner Begin OnAdd Set Owner To GetContainer Set Oldlife to 0 End Begin GameMode If (Owner.GetAV Health <= 0) RemoveMe EndIf If (Owner.GetAV Health < Oldlife) Set Oldlife to Oldlife - Owner.GetAV Health ShowMessage MessageID, Oldlife EndIf Set Oldlife to Owner.GetAV Health End To give the foes tokens, you'd need a quest script that every second or five, either uses fose ref-walking functions to give each creature and npc a token if it haves none, or placeatme a huge explosion that does the same.The ref-walking is cheaper, processing time-wise. Link to comment Share on other sites More sharing options...
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