Crystalking52 Posted January 4, 2014 Share Posted January 4, 2014 Greetings, I was just curious how I would go about setting a weapon to be repaired back to full health every time it was fired? Thank you. Link to comment Share on other sites More sharing options...
Tang3rine Posted January 4, 2014 Share Posted January 4, 2014 Something that comes to mind, allthough it might not be what you're looking for, is to change ammunition properties instead of the weapon.Not sure if negative values on the CND multiplier will actually cause the weapon to repair though. Link to comment Share on other sites More sharing options...
Crystalking52 Posted January 5, 2014 Author Share Posted January 5, 2014 Something that comes to mind, allthough it might not be what you're looking for, is to change ammunition properties instead of the weapon.Not sure if negative values on the CND multiplier will actually cause the weapon to repair though.I haven't tested negative values but using a multiplier of zero for the condition usage in the ammo effects provides no damage done to the weapon which is just as good! Thank you very much sir! I'll still try a negative value sometime too. Link to comment Share on other sites More sharing options...
jazzisparis Posted January 5, 2014 Share Posted January 5, 2014 A much simpler and cleaner way to do it would be to attach the following script to the weapon: scn RestoreConditionOnFireScript ref rSelf short iMaxHealth begin OnEquip player set rSelf to GetBaseObject set iMaxHealth to GetHealth rSelf end begin OnFire if GetContainer == player player.SetEquippedCurrentHealth iMaxHealth 5 endif end (Note that this script requires NVSE, meaning that in order for it to compile, you need to launch the GECK via the NVSE loader, as described here, under 'Installation') Link to comment Share on other sites More sharing options...
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