angryglock Posted August 29, 2014 Share Posted August 29, 2014 I created a rifle I want to be able to give to Boone and take away from Boone. However I don't want to manage Boone's use of ammo. Instead of working out scripts to have the weapon swapped to a non-playable, uses AmmoCompanion weapon when I had it to Boone, I'd (which makes it difficult to get back without using some inventory token), I just attached the script below to the gun. When it's fired it checks Boone's current ammo count for 308 and if it's < 10 it gives him 50 rounds. It is working fine but I'm not sure if it's a good idea. The script is short but it does run on every shot. Does anyone with scripting expertise have an opinion on the efficiency and save game safety of the script? Begin OnFire if (CraigBooneREF.GetItemCount Ammo308 <10) CraigBooneREF.AddItem Ammo308 50 endifEnd Link to comment Share on other sites More sharing options...
Ladez Posted August 29, 2014 Share Posted August 29, 2014 The impact is negligible. But if you make sure that the NPCs Use Ammo flag isn't checked on the weapon, you just have to supply him with a single round of ammunition and it'll never run out. Then you wouldn't need the script. Link to comment Share on other sites More sharing options...
angryglock Posted August 29, 2014 Author Share Posted August 29, 2014 The impact is negligible. But if you make sure that the NPCs Use Ammo flag isn't checked on the weapon, you just have to supply him with a single round of ammunition and it'll never run out. Then you wouldn't need the script.That "NPCs Use Ammo" flag confuses me. It's not checked on any weapon in GECK and since it's not checked NPCs should not use ammo but if you give one of those to a follower they do use ammo. What am I missing? Link to comment Share on other sites More sharing options...
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