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Posted

I am stumped.  No matter what I add to thje script the stagger script command just results in a very mild stagger.  i even added the target npc to the faction "
ForceFullBodyStagger" but no difference....

 

Any help appreciated.  The helmet detection part works perfect.

 

 

int[] helmetSlots = new int[7]

	helmetSlots[0] = kSlotMask30
	helmetSlots[1] = kSlotMask31
	helmetSlots[2] = kSlotMask42
	helmetSlots[3] = kSlotMask30 + kSlotMask31
	helmetSlots[4] = kSlotMask30 + kSlotMask42
	helmetSlots[5] = kSlotMask31 + kSlotMask42
	helmetSlots[6] = kSlotMask30 + kSlotMask31 + kSlotMask42

	If(akActor != none)
	;debug.Notification("checking!")
			Armor headSlotItem = akActor.GetWornForm(helmetSlots[0]) as Armor
		If(headSlotItem != none && headSlotItem.IsHelmet())
		;debug.Notification("Has a Helmet 30!")
if Utility.randomint(1, 100) < HelmetOdds.getvalueint()		
		akActor.DropObject(headSlotItem)
EndIf		

			;Stagger chance

akActor.AddToFaction(ForceFullBodyStagger)
stamnow = akActor.GetAV("Stamina")
akActor.DamageAV("stamina", stamnow)
Utility.Wait(1.0)
Stagger.cast(akActor, akActor)
akActor.RemoveFromFaction(ForceFullBodyStagger)

;

 

Posted
On 5/8/2025 at 2:33 AM, dylbill said:

Sound idea, I have used that technique in the past as in my exploding chests in Sands of Time UDE. But the effect I need here is of a head injury or beingt stunned.  I got it ti owrk mostly.  The biggest problem was using the remove froim faction command in the OnEffectStart block, it needed to be in OnEffectEnd instead.  Doing os allowed it to work.  But I thank you for posting.

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