timota21 Posted November 22, 2009 Share Posted November 22, 2009 So, as you may I have guessed, I would like to add a perk to FO3. The perk would allow you to knock down enemies with melee weapons if you were running at them. This would not be a 100% successful everytime of course. I know how the victory rifel does it, but that wouldn't work here. I can't just give every melee weapon a script, especially since some already have them. Of course I could just add the code into those scripts, but that is just bad modding lol. So, I was wondering if there was a way to apply an effect to a weapon without adding a script to that individual weapon. Any help would be greatly appreciated! Edit: After looking through the geck real quick, it appears that only two melee weapons don't have scripts. The two from that black and white quest. So I could just create a script that checks if the player is running, and has this perk, but there must still be a more "eloquent" way of doing this. I don't like brute forcing things. Link to comment Share on other sites More sharing options...
timota21 Posted November 23, 2009 Author Share Posted November 23, 2009 BUMP. Someone must know something that can help... Link to comment Share on other sites More sharing options...
timota21 Posted November 25, 2009 Author Share Posted November 25, 2009 Bump Againg. I'm a persistent one lol. Link to comment Share on other sites More sharing options...
gsmanners Posted November 25, 2009 Share Posted November 25, 2009 You would pretty much be stuck using FOSE to detect which type of weapon a player has. With player.GetEquippedObject 5 you can get the BaseID of the weapon the player is currently carrying. Check that against the known melee weapons and the player's proximity to their GetCombatTarget, and you have a pretty good basis for a trigger. Do this in a token or quest script, and then use a timer to control how frequently it kicks in. Link to comment Share on other sites More sharing options...
timota21 Posted November 26, 2009 Author Share Posted November 26, 2009 You would pretty much be stuck using FOSE to detect which type of weapon a player has. With player.GetEquippedObject 5 you can get the BaseID of the weapon the player is currently carrying. Check that against the known melee weapons and the player's proximity to their GetCombatTarget, and you have a pretty good basis for a trigger. Do this in a token or quest script, and then use a timer to control how frequently it kicks in. Dang, that sucks. I can't use FOSE. Stupid D2D Link to comment Share on other sites More sharing options...
HugePinball Posted November 26, 2009 Share Posted November 26, 2009 Actually, you could avoid FOSE and use Player.GetWeaponAnimType to determine the weapon type. A return value of 2 or 3 would be a melee weapon (and 1 if you want to include unarmed as well). As far as the rest - I'd have to think a little about what might be the best way to do it. EDIT: Might I suggest a name for the perk? "Steamroller" :D Link to comment Share on other sites More sharing options...
timota21 Posted November 26, 2009 Author Share Posted November 26, 2009 Actually, you could avoid FOSE and use Player.GetWeaponAnimType to determine the weapon type. A return value of 2 or 3 would be a melee weapon (and 1 if you want to include unarmed as well). As far as the rest - I'd have to think a little about what might be the best way to do it. EDIT: Might I suggest a name for the perk? "Steamroller" :D Haha. I like the name. Thanks for the tip about animtype. That might come in handy. Is there a actorIsRunning function? I know there is one to see if they are moving but that includes walking. And I guess another problem would be for the realists out there, it doesn't really make sense to knock someone down with a combat knife. Link to comment Share on other sites More sharing options...
HugePinball Posted November 26, 2009 Share Posted November 26, 2009 Actually, you could avoid FOSE and use Player.GetWeaponAnimType to determine the weapon type. A return value of 2 or 3 would be a melee weapon (and 1 if you want to include unarmed as well). As far as the rest - I'd have to think a little about what might be the best way to do it. EDIT: Might I suggest a name for the perk? "Steamroller" :D Haha. I like the name. Thanks for the tip about animtype. That might come in handy. Is there a actorIsRunning function? I know there is one to see if they are moving but that includes walking. And I guess another problem would be for the realists out there, it doesn't really make sense to knock someone down with a combat knife.Yes there is. ;) I don't see a problem with realism here. It makes as much if not more sense than a lot of things already in the game. I'm assuming the perk idea is that you've learned new moves that result in "takedowns" or something when you rush an opponent with a hand weapon. Should be just fine with a knife or any other melee weapon. Sure, some of the animations won't be ideal, but the melee attack anims in FO3 are so generic anyway, I don't think it would visually be that bad. Link to comment Share on other sites More sharing options...
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