beyondwudge Posted June 29, 2010 Share Posted June 29, 2010 Hey guys. Just been playing with weapons that ignore damage resistance. What is the best way of achieving an effect where the gun ignores only part of the enemies DR (For instance: AP .556 Assault Rifle which reduces their DR by say 20)? Obviously the ignore norm wep resis. flag is a bit too much. Also, some articles say that the flag doesn't actually work at all (http://geck.bethsoft.com/index.php/Weapons) One method involves scripting extra damage but I have concerns about its reliability and the fact the pipboy won't update its damage/rof calc with it. Another could involve just tweaking the weapon's crit hits chance and dmg but apparently crit hits don't ignore DR as stated so that is a rather abstract and inaccurate way of reflecting it. The most direct method I've found so far is the reducedamageresistance effect but it will affect the creature's DR against everything. I can timelimit the effect but the minimum seems to be 1sec and I'm not sure if the effect won't end up stacking outrageously (i.e. spam a bit and the enemies DR is zero). Do such effects stack? For instance does the enchflamereffect stack? Any other ideas? Link to comment Share on other sites More sharing options...
beyondwudge Posted June 30, 2010 Author Share Posted June 30, 2010 Nobody? I since found an AP/JHP mod that checks the DR rating of the target and then multiplies the damage. Sort of does the job but isn't an elegant fix in the case of AP ammo. Link to comment Share on other sites More sharing options...
wcstorm11 Posted June 30, 2010 Share Posted June 30, 2010 Would you care to post said mod? Link to comment Share on other sites More sharing options...
realm087 Posted July 2, 2010 Share Posted July 2, 2010 Hey guys. Just been playing with weapons that ignore damage resistance. What is the best way of achieving an effect where the gun ignores only part of the enemies DR (For instance: AP .556 Assault Rifle which reduces their DR by say 20)? Obviously the ignore norm wep resis. flag is a bit too much. Also, some articles say that the flag doesn't actually work at all (http://geck.bethsoft.com/index.php/Weapons) One method involves scripting extra damage but I have concerns about its reliability and the fact the pipboy won't update its damage/rof calc with it. Another could involve just tweaking the weapon's crit hits chance and dmg but apparently crit hits don't ignore DR as stated so that is a rather abstract and inaccurate way of reflecting it. The most direct method I've found so far is the reducedamageresistance effect but it will affect the creature's DR against everything. I can timelimit the effect but the minimum seems to be 1sec and I'm not sure if the effect won't end up stacking outrageously (i.e. spam a bit and the enemies DR is zero). Do such effects stack? For instance does the enchflamereffect stack? Any other ideas?Begin ScriptEffectStart set Weapon to player.GetEquippedObject 5; Would work only for the player. OR set Weapon to "Your Weapon here"; Work with any ref but you might have to do a new effect for each Enchanted Weapon. set DR to GetAV DamageResistanceset Damage to ((GetAttackDamage Weapon * DR / 100) * 0.5); Change the 0.5 to change the percentage of AR you wan't to ignore. 1 is 100% and 0.1 would be 10%. DamageAV Health Damage End To be placed on your weapon. It "Removes" the target's damage resistance by overriding it with the damage it would actually resist. In this example it would ignore 50% of the target's AR. Link to comment Share on other sites More sharing options...
wcstorm11 Posted July 2, 2010 Share Posted July 2, 2010 Hey guys. Just been playing with weapons that ignore damage resistance. What is the best way of achieving an effect where the gun ignores only part of the enemies DR (For instance: AP .556 Assault Rifle which reduces their DR by say 20)? Obviously the ignore norm wep resis. flag is a bit too much. Also, some articles say that the flag doesn't actually work at all (http://geck.bethsoft.com/index.php/Weapons) One method involves scripting extra damage but I have concerns about its reliability and the fact the pipboy won't update its damage/rof calc with it. Another could involve just tweaking the weapon's crit hits chance and dmg but apparently crit hits don't ignore DR as stated so that is a rather abstract and inaccurate way of reflecting it. The most direct method I've found so far is the reducedamageresistance effect but it will affect the creature's DR against everything. I can timelimit the effect but the minimum seems to be 1sec and I'm not sure if the effect won't end up stacking outrageously (i.e. spam a bit and the enemies DR is zero). Do such effects stack? For instance does the enchflamereffect stack? Any other ideas?Begin ScriptEffectStart set Weapon to player.GetEquippedObject 5; Would work only for the player. OR set Weapon to "Your Weapon here"; Work with any ref but you might have to do a new effect for each Enchanted Weapon. set DR to GetAV DamageResistanceset Damage to ((GetAttackDamage Weapon * DR / 100) * 0.5); Change the 0.5 to change the percentage of AR you wan't to ignore. 1 is 100% and 0.1 would be 10%. DamageAV Health Damage End To be placed on your weapon. It "Removes" the target's damage resistance by overriding it with the damage it would actually resist. In this example it would ignore 50% of the target's AR. Now, would would this script permanantly reduce their DR, or give other NPCs the same advantage against the target? If not, that should be easy to remedy right? Link to comment Share on other sites More sharing options...
Shamrokc Posted July 31, 2010 Share Posted July 31, 2010 I just started looking into this myself. Seems there are 8 different damage types, damage/elec/emp/energy/fire/frost/poison/rad. AFAIK, elec and frost values are unused, and by default most of the weapons are set to "NONE", meaning they dont have a specific damage type (I could be wrong about this though). Now, theoretically, you could substitute elec or frost for this armor piercing variety. I am currently working on a mod that adds ammunition mod kits (similiar to antistar's weapon mod kits) that adds blunt ammo (lower base damage, chance for knockdown), armor piercing, incindiary (fire damage), and cryo (frost damage) ammunition types to guns using a similiar setup wmk uses. Then I plan on rebalancing all the vanilla and dlc armors to have resists accordingly, IE raider armor might minor resist regular bullets, but takes full damage from incendiary/cryo/AP, but power armor will pretty much ignore bullets (except armor piercing, which might be resisted by half). combat armor will medium resist regular bullets, medium resist cryo/incendiary, and full damage from AP, and so on. Imagine, you wander into a group of supermutants, with one big nasty using the minigun with blunt ammo. You manage to fire off a couple shots, before big nasty unloads a spray of blunt ammunition, sending you and your followers sprawling, while his buddies run up and smash you to pieces with hammers. Or you just finished clearing out a train station, and as you walk out the door into the wasteland, and instantly get jumped by a group of regulators/talon mercs. As you scramble for cover, you see flaming bullets go flying past. the leader of the hit squad has incindiary ammunition, and you forgot your sunscreen at home! I also plan on adding more addons for stuff like NPC's using ammo, and certain factions having higher chances to have the modded ammo type, with bosses having rediculously pimped out guns for some painful firefights. Link to comment Share on other sites More sharing options...
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