Geeves83 Posted November 7, 2010 Author Share Posted November 7, 2010 bump Link to comment Share on other sites More sharing options...
Geeves83 Posted November 8, 2010 Author Share Posted November 8, 2010 bump Link to comment Share on other sites More sharing options...
Geeves83 Posted November 15, 2010 Author Share Posted November 15, 2010 bump again Link to comment Share on other sites More sharing options...
Aragron Posted November 15, 2010 Share Posted November 15, 2010 This might do the trick float BonusDam begin scripteffectstart if gethitlocation != 1 ;Check Location. 1 = Headshot,else return. return endif if GetIsCreature == 1 ;Check if is Human. 1 = Non-human. return endif if getEquipped "FormList with all Helms" == 0 ;check if is wearing helm,1 He is,0 he is not. set BonusDam to player.GetAttackDamage ;didn't tested it, is a command from NVSE. http://nvse.silverlock.org/ set BonusDam to BonusDam / 1.5 ;divide the Damage,because the normal damage will not be anulled damageav health BonusDam ;Bonus damage when the victim is not wearing helmet,and takes a headshot. endif end Made in a notepad,so might have a typo. 2 Problems:1:Need to attach this effect script to all ammo(or combine with the script present).2:The damage bonus is based in the player current weapon damage,so in a gunfire between NPCS ,if the player is using a fatman....(to solve this you can substitute the BonusDam in the damageav line to any constant damage you want.) Didn't tested ,but should work for anything that uses ammo (i'll test this soon). Edited: Yep . works for any NPCs,Original or Mod.(unless the NPC uses a special ammo from the mod).If you wanna see the result of my "field test"... Link to comment Share on other sites More sharing options...
CabooseNor Posted February 7, 2011 Share Posted February 7, 2011 (edited) I decided to pick up on this project. Dunno if you ever managed to finish this, Geeves83. After a lot of trial and error, I have made a lot of progress. The current script works: scn 0HelmetHeadshot begin scripteffectstart if getHitLocation == 1 && getIsCreature == 0 && getEquipped 0HelmetList == 0 setAV damageThreshold 0 endif end "0HelmetList" is a form list that I made that includes all the helmets. Now, if you shoot someone in the head who doesn't wear a helmet, they don't get any Damage Threshold against that. This script is attached to every ammo type as an Impact Script. The only problem is, and I have hit the limit of my current scripting skills (this is the 2nd script I have ever made): They still have 0 DT after the headshot is made. So if it doesn't kill them on the first headshot, they don't get their original DT back. Any ideas how to fix this would be greatly appreciated, as this is a great step towards more intuitive and fun shooting gameplay in my opinion. Also, my next step is to make a script that only counts the helmet DT for headshots if they wear a helmet. Edited February 7, 2011 by CabooseNor Link to comment Share on other sites More sharing options...
CabooseNor Posted February 7, 2011 Share Posted February 7, 2011 (edited) Ideally, I would like the script to behave like this: scn 0HelmetHeadshot float OriginalDT begin scripteffectstart if getHitLocation == 1 && getIsCreature == 0 && getEquipped 0HelmetList == 0 set OriginalDT to getAV damageThreshold setAV damageThreshold 0 ---APPLY DAMAGE TO THE TARGET NOW--- setAV damageThreshold OriginalDT ; Restores the Damage Threshold back to its original value endif end I have no idea if there even exists a way or any commands to fill the hole in that script; to make the damage apply after I reduce the DT to 0, and then restore the original DT afterwards. Help! Edited February 7, 2011 by CabooseNor Link to comment Share on other sites More sharing options...
betto212 Posted March 2, 2012 Share Posted March 2, 2012 (edited) Ideally, I would like the script to behave like this: scn 0HelmetHeadshot float OriginalDT begin scripteffectstart if getHitLocation == 1 && getIsCreature == 0 && getEquipped 0HelmetList == 0 set OriginalDT to getAV damageThreshold setAV damageThreshold 0 ---APPLY DAMAGE TO THE TARGET NOW--- setAV damageThreshold OriginalDT ; Restores the Damage Threshold back to its original value endif end I have no idea if there even exists a way or any commands to fill the hole in that script; to make the damage apply after I reduce the DT to 0, and then restore the original DT afterwards. Help!there is no simple way you could add that try to guess the original damage by a formula then correct itif im not wrong PN have something like this i really into make batter headshots maybe add this to arms and legs to for that armor that only protect torso and if be even more luck separate the damage of the head and the face (the idea : put a invisible mask on the player/npc if he is using a helmet .if is possible detect if the mask hp get lower or the helmet) Edited March 2, 2012 by betto212 Link to comment Share on other sites More sharing options...
betto212 Posted March 3, 2012 Share Posted March 3, 2012 (edited) I thinked on a way to fix thisis consider that the helmet "TRUE" DT is 4 times its DT if a body armor have 24 then its helmet counter part would give 6 of DTtotal of 30DT the proto code if bodyArmor dt = helmet DT * 5do nothingreturnelseif bodyArmor dt > helmet DT * 5...damageav health differenceelseif bodyArmor dt < helmet DT * 5...restoreav health differenceendif =========================================and after this formula some extra dmg could be add to make kill headshots so what you think ? someone want to do some help on this Edited March 4, 2012 by betto212 Link to comment Share on other sites More sharing options...
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