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Operation Anchorage: Adding a perk *just* for the sim.


Seattleite

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Does anybody know how I'd add a perk *just* for when the player is in the sim, then take it away the moment they got back out? I'm trying (mostly for fun) to make the anchorage sim very "video-gamey", and I need to add a perk that will give the player a number of common video game protagonist powers, but only in the sim because they'd break the immersion anywhere else and they're actually pretty fun to play around with.

 

The powers added:

Made of iron. The player takes reduced limb damage in the sim.

Ludicrous gibs. Whether you had bloody mess or not, enemies splatter like mad in the sim.

Hyperspace arsenal. You can carry as much as you want to, though items still have equipped weight.

Luck. Enemies never critically hit you.

Regenerating health. Your health regenerates 10hp/second, and when outside of combat your limbs regen 1%/second. Still slow enough that the health dispensers and the new "simpacks" are still very useful when in a pinch, and your limbs don't regen in combat without the latter. (I have to keep SOME challenge.) To compensate, simpacks heal mostly health and very little limb condition, (better than how regular stimpacks do outside of anchorage in this mod) and the health dispensers don't heal your limbs at all.

 

EDIT:

Nevermind, I figured it out. Although I still haven't figured out how to give the player infinite 10mm pistol ammo, if somebody knows please tell me.

Edited by Seattleite
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You could just make a weapon that has the "Ammo Use" set to 0. Then as long as the Player has at least 1 round of 10mm the weapon will never run out or need reloading.

 

Or you could make a Quest Script that says something like below and starts and ends with Anchorage.

If Player.GetItemCount Ammo10mm < 20     ;or whatever amount
  Player.AddItem Ammo10mm 500            ;or whatever amount
EndIf

Then the Player would reload like normal. Just depends on exactly what you want.

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You could just make a weapon that has the "Ammo Use" set to 0. Then as long as the Player has at least 1 round of 10mm the weapon will never run out or need reloading.

 

Or you could make a Quest Script that says something like below and starts and ends with Anchorage.

If Player.GetItemCount Ammo10mm < 20     ;or whatever amount
  Player.AddItem Ammo10mm 500            ;or whatever amount
EndIf

Then the Player would reload like normal. Just depends on exactly what you want.

 

I was thinking "classic video game" style. Infinite ammo, but with reloads. Maybe I can make it so any time you reload, you automatically get your ammunition restored to 1011? (To display 999 in your ammo tray.)

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