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Ammo inflicts 1 rad on shot.


StrawberryChan

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Don't Know if this works with ammo: http://geck.bethsoft.com/index.php/GetEquipped

 

Wouldn't that require me to apply that to every weapon capable of firing a Depleted Uranium round, thus making the mini-mod incompatible with anything that modifies those weapons?

 

(I'm going to go apply this radiation script to a weapon just to get a proof-of-concept working and to bolster my spirits.)

 

Current Radiation on shot script for application to weapons:

scn AddonAmmoDURoundScript

; This script is attached to the ammunition type AddonAmmo308DU
; And should - hopefully - inflict one rad to the shooter.

ref Owner
int Equipped
int Firing
float Timer

;------------------------------------------------------------------------------------------------

begin OnEquip player

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		
		; Applies rads a fourth of a second later, because I was afraid 
		; that it might apply radiation every frame in the shooting process.
		Owner.modav RadiationRads 1
		set Firing to 0
		set Timer to 0
	elseif Firing == 1
		set Timer to Timer + GetSecondsPassed
	endif
endif
	
end

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Never tested that way,only did the other way i said earlier

 

also...

 

if Equipped == 1

if Owner.GetAnimAction == 2 && Firing == 0

set Firing to 1

elseif Firing == 1 && Timer > 0.25 ;see the variable here?

; Applies rads a fourth of a second later, because I was afraid

; that it might apply radiation every frame in the shooting process. |||The Firing is one condictional,after the Rad is aplied,the Firing is set to 0,invalidating the condition.

Owner.modav RadiationRads 1

set Firing to 0 ;And here the condition is invalidated

set Timer to 0

elseif Firing == 1

set Timer to Timer + GetSecondsPassed

endif

endif

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On a related note has any one figured out how to make rounds inflict DOT in a similar fashion to the Antsting from Fallout 3 or the Flamer? I'm very much a noob at this but learning quickly ;)

 

My idea was to create "Bleeder Rounds" like real life Black Talons that would do less damage on impact but cause catastrophic internal injury. - Borch1d

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The poison and fire damage inflicted by those weapons was applied to weapon, not the ammunition. You could add a poison effect to a gun and make that unique, but there is no way to apply to ammunition as there is a limited number of options for adding changes to ammunition (mostly related to increasing damage, changing the target's damage threshold, and how fast the weapon deteriorates.
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Actualy,i made an incendiary 9mm ammo,works for both Maria and regular 9mm Pistol/SMG and all other weapons from other mods that use the 9mm List.You need to create a object effect with the dam,then a explosion with the effect set all the values to 1,check the world oriented and the last box to,Copy the 10 mm Projectile(or other caliber that you want) check explosion,Trigger on impact and select the explosion that you created then copy an ammo and change projectile per shot to 1 and select your projectile in the box.Then,add your ammo to the weapon ammo list using AddFormToFormList .
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Having the ammo call the 50MGIncendiaryScript on impact seems to work as well as far as functionality against living targets. (Not vs unliving ie no explosions) Provides very interesting results with multiple projectiles. I'm thinking of duplicating the script as a base and simply removing the fire and sound effects and seeing if the new script could be useful. Thanks for the feedback Aragorn :) I'm still learning the Geck so the advice is well appreciated.

 

Then,add your ammo to the weapon ammo list using AddFormToFormList . I'm unfamiliar with this , is this how I actually introduce the ammunition into the game world? I've been experimenting with reworked 9mm ammo.

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Hmm, different to Fallout 3, probably due to the changes in ammo (allowing different types of ammo for one gun). In Fallout 3 ammo was referred to as only a particular type of ammo, so you couldn't make changes to it, but with New Vegas they all now refer to a form list.

 

Good to know.

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Well Thanks.

if i understood your question right...

Form Lists doesn't have a randomizer option,what make the ammo appears in game is the Leveled list that uses the Form List,you can use AddItemToLeveledList to directly place the item/ammo in the merchant/monster spawn List.

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