tonycubed2 Posted May 8 Posted May 8 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) ;
dylbill Posted May 8 Posted May 8 try using PushActorAway instead: https://ck.uesp.net/wiki/PushActorAway_-_ObjectReference
tonycubed2 Posted May 10 Author Posted May 10 On 5/8/2025 at 2:33 AM, dylbill said: try using PushActorAway instead: https://ck.uesp.net/wiki/PushActorAway_-_ObjectReference 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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