StrawberryChan Posted November 11, 2010 Share Posted November 11, 2010 Hello, good people! I am somewhat new to GECK modding in general, and today I decided to sit down, stop messing around, and create something cool. I ended up just making a simple new ammunition type, Depleted Uranium rounds. I've Always been fascinated with Depleted Uranium, especially because it's a self-sharpening material - bullets made of DU actually get sharper as they pass through armour, which is just counter-intuitive, but awesome. The ammunition works fine in game, but I would like every shot to inflict one rad to the shooter, and, if possible, one rad to the impacted target, to give it a little more 'flavour' - at the moment, it's simply a stronger AP round. (-15 DT, x1.3 DAM, x4 WT, if you're interested for whatever reason) Anyone out there in the infinite cosmos of the internet willing to hold my hand as I cross the metaphorical street? I'm by no means experienced, so please do as much hand-holding as possible. I'm very sorry to waste your time, but I appreciate it. I'm sure my simple ammo thing must seem so insignificant compared to many of the projects I've seen, but I'm stubbornly proud of it for some reason. Link to comment Share on other sites More sharing options...
Borch1d Posted November 11, 2010 Share Posted November 11, 2010 That's a seriously cool idea. I've been tooling around with that a bit , if I find anything as to it I'll let you know!(Been trying for rounds that inflict rads over time , think flame damage w rads ;) Link to comment Share on other sites More sharing options...
Aragron Posted November 11, 2010 Share Posted November 11, 2010 The problem is,NPCs Don't react to Radiation.At Fallout 3 i created a Rad Gun to test,it exposes the target to 1000 Rad (Lethal Levels).1 shot ... 2 .... 10 ....... and Nothing.Then i Walk to where the NPC was... i died(2000 Rad/s).You would need to create a script and probably attach to all NPC to work. Link to comment Share on other sites More sharing options...
hayst Posted November 11, 2010 Share Posted November 11, 2010 Hello, good people! I am somewhat new to GECK modding in general, and today I decided to sit down, stop messing around, and create something cool. I ended up just making a simple new ammunition type, Depleted Uranium rounds. I've Always been fascinated with Depleted Uranium, especially because it's a self-sharpening material - bullets made of DU actually get sharper as they pass through armour, which is just counter-intuitive, but awesome. The ammunition works fine in game, but I would like every shot to inflict one rad to the shooter, and, if possible, one rad to the impacted target, to give it a little more 'flavour' - at the moment, it's simply a stronger AP round. (-15 DT, x1.3 DAM, x4 WT, if you're interested for whatever reason) Anyone out there in the infinite cosmos of the internet willing to hold my hand as I cross the metaphorical street? I'm by no means experienced, so please do as much hand-holding as possible. I'm very sorry to waste your time, but I appreciate it. I'm sure my simple ammo thing must seem so insignificant compared to many of the projects I've seen, but I'm stubbornly proud of it for some reason. Like Aragron said, the rads won't do anything to an NPC by default (quite a shame). As for the scripting, I'd check out the Glowing Ones and Reavers, as their attacks each increase rads. Good luck! Link to comment Share on other sites More sharing options...
StrawberryChan Posted November 11, 2010 Author Share Posted November 11, 2010 That's a seriously cool idea. I've been tooling around with that a bit , if I find anything as to it I'll let you know!(Been trying for rounds that inflict rads over time , think flame damage w rads ;) For that I think I'd make an effect that has +X rads for Y seconds and inflict that somehow, though it would only work when used against the player. Well, if we can't inflict rads on target easily (It's not very important at all.) what about rads to the player?I'll start perusing the glowing one scripts as you kind folks suggested. Link to comment Share on other sites More sharing options...
Aragron Posted November 11, 2010 Share Posted November 11, 2010 For the player,you can create a new Base Effect with an Effect script,use the base effect on an Object Effect,then on a Explosion,then on a Projectile and finally in the ammo... i used this to create an incendiary ammo,60% chance to catch on fire :biggrin: . Link to comment Share on other sites More sharing options...
StrawberryChan Posted November 11, 2010 Author Share Posted November 11, 2010 For the player,you can create a new Base Effect with an Effect script,use the base effect on an Object Effect,then on a Explosion,then on a Projectile and finally in the ammo... i used this to create an incendiary ammo,60% chance to catch on fire :biggrin: .So that would inflict rads on target, correct? (Or in your case, fire.)Any idea how I would give +1 rad to the player when the player fires a particular type of round? EDIT: Just found a script for Pew Pew that makes the weapon fire twice for every trigger pull. Gonna muck around with this, see where it takes me. If anyone knows what they're doing, I'd appreciate help modifying this to make it inflict rads.scn WeapPewPewScript ; This script is attached to weapon WeapNVLaserPistolUnique, otherwise known as ; Pew Pew. It makes the pistol fire twice quickly for every pull of the trigger. ; KNOWN ISSUE: If the player has one charge left in the pistol and fires, the gun will ; fire twice and pull the ammo for the second shot from the player's reserve, before ; playing the reload animation. As soon as we have a way to check ammo, I'll set this ; up to not fire the second shot if there's no ammo left in the gun. ref Owner int Equipped int Firing float Timer ;------------------------------------------------------------------------------------------------ begin OnEquip set Owner to GetContainer set Equipped to 1 end ;------------------------------------------------------------------------------------------------ begin OnUnequip set Equipped to 0 end ;------------------------------------------------------------------------------------------------ begin GameMode if Equipped == 1 if Owner.GetAnimAction == 2 && Firing == 0 set Firing to 1 elseif Firing == 1 && Timer > 0.25 ; Fire a second shot a quarter second after Owner.FireWeapon WeapNVLaserPistolUnique set Firing to 0 set Timer to 0 elseif Firing == 1 set Timer to Timer + GetSecondsPassed endif endif end EDIT: I think my first course of action should be to find an onEquip trigger for ammo types.EDIT: TES Construction Set wiki says that the OnEquip block runs whenever the player left-clicks a non-equippable item or when they use a scroll but NOT a potion. I have a feeling OnEquip will work for ammo types, so I'll test it by just applying the pewpew script to the ammo - if I'm right, it should fire twice, once with a laser, unless I'm overlooking something.EDIT: Or I could have no idea how to apply scripts to ammo, that too. Link to comment Share on other sites More sharing options...
Aragron Posted November 11, 2010 Share Posted November 11, 2010 Well,it is a script,all you need to do is use "player.modav RadiationRads x" where x is the value. scn WeapPewPewScript ; This script is attached to weapon WeapNVLaserPistolUnique, otherwise known as ; Pew Pew. It makes the pistol fire twice quickly for every pull of the trigger. ; KNOWN ISSUE: If the player has one charge left in the pistol and fires, the gun will ; fire twice and pull the ammo for the second shot from the player's reserve, before ; playing the reload animation. As soon as we have a way to check ammo, I'll set this ; up to not fire the second shot if there's no ammo left in the gun. ref Owner int Equipped int Firing float Timer ;------------------------------------------------------------------------------------------------ begin OnEquip set Owner to GetContainer ;returns the person using this weapon set Equipped to 1 end ;------------------------------------------------------------------------------------------------ begin OnUnequip set Equipped to 0 end ;------------------------------------------------------------------------------------------------ begin GameMode if Equipped == 1 if Owner.GetAnimAction == 2 && Firing == 0 set Firing to 1 elseif Firing == 1 && Timer > 0.25 ; Fire a second shot a quarter second after Owner.FireWeapon WeapNVLaserPistolUnique ;this line make the person using the weapon fire the second time Owner.modav radiationrads 1 ;adds 1 to owner rad level <-------------------------------------------------- set Firing to 0 set Timer to 0 elseif Firing == 1 set Timer to Timer + GetSecondsPassed endif endif end Link to comment Share on other sites More sharing options...
StrawberryChan Posted November 11, 2010 Author Share Posted November 11, 2010 Well,it is a script,all you need to do is use "player.modav RadiationRads x" where x is the value. Oh that makes sense! Thank you! So now I know how to make WEAPONS inflict rads, how would one attach this script to an ammunition (such that it only runs if that ammunition is in use)? Link to comment Share on other sites More sharing options...
Aragron Posted November 11, 2010 Share Posted November 11, 2010 Don't Know if this works with ammo: http://geck.bethsoft.com/index.php/GetEquipped Link to comment Share on other sites More sharing options...
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