Jump to content

Heal-over-time Stimpaks with a "cooldown"


Thacker

Recommended Posts

Note: I originally posted this over in the Mod Troubleshooting Forum think that was an appropriate place. Whether it is or not it hasn't gotten much attention, so I thought I'd plug it here where it seems there is a bit more traffic. Apologies for the blatant attempt at getting attention :P

 

---

 

As the topic says, I'm trying to figure out a way to have a game enforced (as opposed to player enforced, i.e. waiting to use the next one) "cooldown" on stimpaks that have been modded to heal over a duration, not instantly (see Delayed Stimpaks if you need an example). That is, after using a stimpak, you have to wait a predetermined about of time before you can use another.

 

I'm new to modding, so the solution to this might be obvious. Alternatively the solution might be impossible, I just don't know.

 

A few things I've tried that have failed:

 

1). Attach a condition of "HasMagicEffect: RestoreHealthStimpak" to the Stimpak object.

2). Add a script to the Stimpak object that checks to see if the RestoreHealthStimpak effect is running. However I don't know (is it even possible?) how to make the script terminate using the object if it finds the effect active.

3). Strip the Stimpak of all effects except a "dummy" effect which serves as the delay effect for a corresponding script. The script, which is run on activation of the Stimpak checks for the "dummy" effect. If it's absent, it applies the RestoreHealthStimpak effect. If present, it simply ends without applying the healing. I thought this was the best chance of getting it to work but this method results in Stimpaks that do no healing whatsoever.

 

I'm getting close the point of giving up on this project, which is a shame because it seems like it should be possible. Hence my looking for advice here.

 

Thanks!

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...