Demeggy Posted August 3, 2010 Share Posted August 3, 2010 Quick question, it can be done in VATs, anyone know if there's a way one can disarm an NPC when firing at them via a script? Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted August 3, 2010 Share Posted August 3, 2010 There is a command to damage limbs, maybe using that on their shootin' arm would work. Link to comment Share on other sites More sharing options...
Demeggy Posted August 3, 2010 Author Share Posted August 3, 2010 There is a command to damage limbs, maybe using that on their shootin' arm would work. mhm... you have a point. Plus, we all enjoy breaking a good shootin' arm. Much appreciated Quetz, I'll have a goose and report back. Link to comment Share on other sites More sharing options...
Demeggy Posted August 3, 2010 Author Share Posted August 3, 2010 Well I thought adding it as a hidden perk and 'calculate weapon damage' as an entry point with GetHitLocation = 14 for the target would do, but zilcho... hmm. Also, what object type do the explodable vehicles come under??? Movable static just doesn't cut it. Link to comment Share on other sites More sharing options...
rickerhk Posted August 4, 2010 Share Posted August 4, 2010 Quick question, it can be done in VATs, anyone know if there's a way one can disarm an NPC when firing at them via a script? if you have the reference of the target, then you should be able to 'break' the weapon: npcRef.SetWeaponHealthPerc 0 to simulate a hit on it. Then the npc should just drop it because it's useless. Link to comment Share on other sites More sharing options...
Nadin Posted August 4, 2010 Share Posted August 4, 2010 The vehicles are static (I forget which kind) with destruction data, that's all.Heh...what if you applied destruction data to weapons held by enemies? Link to comment Share on other sites More sharing options...
BadPenney Posted August 4, 2010 Share Posted August 4, 2010 Heh...what if you applied destruction data to weapons held by enemies?That would be appropriate for flamethrowers especially. Many operators have gone up like candles after hits on their tanks. If you speculate that plasma weapons have plasma containment chambers that could rupture on receiving damage, then watching Enclave troops burst into green flame from a sniper shot on their fancy weapons could be entertaining. Link to comment Share on other sites More sharing options...
Demeggy Posted August 4, 2010 Author Share Posted August 4, 2010 Quick question, it can be done in VATs, anyone know if there's a way one can disarm an NPC when firing at them via a script? if you have the reference of the target, then you should be able to 'break' the weapon: npcRef.SetWeaponHealthPerc 0 to simulate a hit on it. Then the npc should just drop it because it's useless. Is there anyway of applying this to any NPC you encounter though without prescripting every possiblr NPC Ref ID? Otherwise nice idea, me likey. Link to comment Share on other sites More sharing options...
rickerhk Posted August 4, 2010 Share Posted August 4, 2010 Quick question, it can be done in VATs, anyone know if there's a way one can disarm an NPC when firing at them via a script? if you have the reference of the target, then you should be able to 'break' the weapon: npcRef.SetWeaponHealthPerc 0 to simulate a hit on it. Then the npc should just drop it because it's useless. Is there anyway of applying this to any NPC you encounter though without prescripting every possiblr NPC Ref ID? Otherwise nice idea, me likey. I assumed that you already had the Ref of the target npc from a weapon script. In that case targetRef == npcRef, so it would be targetRef.SetWeaponHealthPerc 0Others have done it with weapon scripts (I haven't, yet) - EVE is full of examples of this type of thing, so you don't need to have all NPC's pre-scripted. Link to comment Share on other sites More sharing options...
Demeggy Posted August 4, 2010 Author Share Posted August 4, 2010 Quick question, it can be done in VATs, anyone know if there's a way one can disarm an NPC when firing at them via a script? if you have the reference of the target, then you should be able to 'break' the weapon: npcRef.SetWeaponHealthPerc 0 to simulate a hit on it. Then the npc should just drop it because it's useless. Is there anyway of applying this to any NPC you encounter though without prescripting every possiblr NPC Ref ID? Otherwise nice idea, me likey. I assumed that you already had the Ref of the target npc from a weapon script. In that case targetRef == npcRef, so it would be targetRef.SetWeaponHealthPerc 0Others have done it with weapon scripts (I haven't, yet) - EVE is full of examples of this type of thing, so you don't need to have all NPC's pre-scripted. So what we're syaing in on the weaponscript, in a GameMode block, I want to pop in targetRef.SetWeaponHealthPerc 0? When you say EVE..? (Erp! :P) Link to comment Share on other sites More sharing options...
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