1f5c6s16f5 Posted April 22, 2023 Share Posted April 22, 2023 (edited) Hi. I'm trying to make a weapon with a script that runs on the targeted NPC. I already got the script and everything working but only when the damage is at least 1. Setting the damage to 0 makes the engine think you missed (or at least I'm guessing it does) and doesn't run the on impact script. If the weapon does do damage then the script runs, but now the NPC is angry because you shot him.Are there any simple workarounds for this issue, ideally without alerting the NPC or interrupting animations? I'm aware of the "minor crime" setting that makes the NPCs forgive you if you holster your weapon, but I don't want to have to do that after each shot. Edited April 22, 2023 by 1f5c6s16f5 Link to comment Share on other sites More sharing options...
DungeonDiving Posted July 18, 2023 Share Posted July 18, 2023 I am running into the same issue on a wacky "gun" I am working on. Did you ever come up with a workaround? Link to comment Share on other sites More sharing options...
InActionMan64 Posted July 23, 2023 Share Posted July 23, 2023 Same reply here. DID YOU EVER FIGURE THIS OUT? Link to comment Share on other sites More sharing options...
DungeonDiving Posted February 16 Share Posted February 16 I finally sorted this out, posting a solution in case anyone else is trying and stumbles upon this. I used this method to make my Prototype Shrink Ray mod. First go ahead and create your weapon, give it a damage value of "0" Attach an object script using the OnFire method as below. This does require the use of the JIP LN NVSE plugin. ref bTargeted begin OnFire set bTargeted to GetCrosshairRefEx if bTargeted.isActor ; do the thing you want to do to the actor here using the ref endif end Link to comment Share on other sites More sharing options...
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