ZippyDSMlee Posted January 18, 2014 Share Posted January 18, 2014 Trying to get this to work but I am missing something. ScriptName zippymoujor222NEWCRITEFFECT222Script Begin OnHit begin OnHit GetOwnerLastTarget if GetLastHitCritical == true Player.PlaceAtMe zippynullGrenadePulseExplosionfake 1 Endif End Link to comment Share on other sites More sharing options...
Mishaxhi Posted January 18, 2014 Share Posted January 18, 2014 It's a weird blocktype that never seems to work for me. I'd put it on the ammo impact script, with a ScriptEffectStart block Link to comment Share on other sites More sharing options...
ZippyDSMlee Posted January 18, 2014 Author Share Posted January 18, 2014 (edited) It's a weird blocktype that never seems to work for me. I'd put it on the ammo impact script, with a ScriptEffectStart block It kinda needs to be applied via a weapon script or enchantment since critical hit is occupied with disintegration. editThis is a melee weapon but I guess you could make an ammo type and apply zero to ammo used but dose not ammo need a projectile point of origin on the weapon to work? /edit Though know of a good way to apply disintegration via script? I keep getting glitches when I use getdead(it reapplies the disintegration with each hit when something is dead for a few seconds,have a video of this), it seems it starts the effect even if the effect itself calls to CriticalStage. I've tried the script below but it did not work in fact it caused the disintegration sound to apply with each hit but thats probably due to incorrect blocktype mixing. Then again I am a total script noob. I can't seem to get getlastcritcal to work though functions and I tried all the options to apply it to target and combattarget so it must work under very specific circumstances or simply dose not work. To be clear what I need is either a way to disintegrate a target or targets. And a way to call up an explosion on critical hit. I can use random but I been trying to research getlastcritcal and there's is scant info on it.---------------------- ref CombatTarget Begin Gamemode If player.GetEquipped Weapzippymoujor && player.IsInCombat set CombatTarget to player.GetCombatTarget If CombatTarget.GetLastHitCritical Player.PlaceAtMe zippynullGrenadePulseExplosionfake 1 Endif Endif End I find it interesting it can compile but dose not work. Edited January 18, 2014 by ZippyDSMlee Link to comment Share on other sites More sharing options...
ZippyDSMlee Posted January 19, 2014 Author Share Posted January 19, 2014 How about this one its not working on target below 10% > dose not seem to work at all. ref CombatTarget short rnd Begin GameMode If player.GetEquipped Weapzippymoujor && player.IsInCombat set CombatTarget to player.GetCombatTarget If CombatTarget.GetHealthPercentage <= 0.10 CombatTarget.CIOS AlienDisintegrationFXSpell CombatTarget.kill Endif Endif End Link to comment Share on other sites More sharing options...
rjhelms84 Posted January 26, 2014 Share Posted January 26, 2014 (edited) Here is a weapon script I wrote for Beyond Boulder Dome, which might be useful to you. The difference here is that I created a new variable of the type "ref" called "ChimpProdTarget" and then assigned it the value returned by the "GetOwnerLastTarget" function. scn abChimpProdScript Begin OnHit Ref ChimpProdTarget Set ChimpProdTarget to GetOwnerLastTarget If ChimpProdTarget.GetIsID abEvilChimpBare == 1 && abChimpVariablesQ.abChimpStunTime == 0 && ChimpProdTarget.getdead == 0 ChimpProdTarget.killactor set abChimpVariablesQ.abChimpStunned to 1 elseIf ChimpProdTarget.GetIsID abEvilChimpBrain == 1 && abChimpVariablesQ.abChimpStunTime == 0 && ChimpProdTarget.getdead == 0 ChimpProdTarget.killactor set abChimpVariablesQ.abChimpStunned to 1 ElseIf ChimpProdTarget.GetIsID abEvilChimpPower == 1 && abChimpVariablesQ.abChimpStunTime == 0 && ChimpProdTarget.getdead == 0 ChimpProdTarget.killactor set abChimpVariablesQ.abChimpStunned to 1 EndIf End Edited January 26, 2014 by rjhelms84 Link to comment Share on other sites More sharing options...
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