CouncilOfDave Posted March 26, 2011 Share Posted March 26, 2011 Hey, working on a few scripting problems with a mod I'm playing with. Basic gist is that I am making some aid items that are weapon mods, so when you activate them the base effect and script switches the weapons in your inventory and equipped weapons. So, say I have a 1911, and a 1911 suppressor. I click on the suppressor in the aid section, it checks what weapon I'm holding, removes it, adds the suppressed weapon, and equips it. I have this part working, and vice versa. However I'm having problems finding the correct function to float a weapon health percentage. Basically, I need it to check the health percentage of the weapon I start with, and apply that to the weapon it substitutes. That way I don't have a weapon at 59% health, only to have it jump to 100% when I put the suppressor on it, and back to 100% when I take the suppressor off. player.GetWeaponHealthPerc, and other variations of it don't compile. I have the latest NVSE, and I've checked every function reference I can. I've been scouring the internet all night, and cannot find an answer. The mod works great, it's just this one function I'm having issues with. Anyone done this? I can't find any examples. Link to comment Share on other sites More sharing options...
rickerhk Posted March 26, 2011 Share Posted March 26, 2011 From what you have described so far, you don't need to use NVSE functions. I've used the vanilla GetWeaponHelthPerc lots of times, in this way. Once you have the health value, you can add an the new item with the same health using the AddItemHealthPercenthttp://geck.bethsoft.com/index.php/AddItemHealthPercenthttp://geck.bethsoft.com/index.php/GetWeaponHealthPerc float fWeaponHealth set fWeaponHealth to Player.GetWeaponHealthPerc set fWeaponHealth to fWeaponHealth / 100 ;need to do this for the additem command Player.AddItemHealthPercent ModdedWeapon 1 fWeaponHealth Link to comment Share on other sites More sharing options...
CouncilOfDave Posted March 26, 2011 Author Share Posted March 26, 2011 Interesting. That that looks identical for the most part, except for the "/ 100 " part, which I will try immediately. Maybe that's why it wouldn't compile. Link to comment Share on other sites More sharing options...
CouncilOfDave Posted March 26, 2011 Author Share Posted March 26, 2011 Okay, it's working beautifully now. Here's what I ended up with: The only thing done differently is the line in bold, and it makes sense now why it wasn't working. I greatly appreciate the help. scn 1911ExMagAddScript float WeaponHealth begin ScriptEffectStart if player.getequipped 1911Pistol == 1 set WeaponHealth to Player.GetWeaponHealthPerc set WeaponHealth to WeaponHealth / 100 player.removeitem 1911Pistol 1 player.addItemHealthPercent 1911PistolExMag 1 WeaponHealth player.equipitem 1911PistolExMag player.additem 1911Mag 1 elseif player.getequipped 1911PistolSD == 1 set WeaponHealth to Player.GetWeaponHealthPerc set WeaponHealth to WeaponHealth / 100 player.removeitem 1911PistolSD 1 player.addItemHealthPercent 1911PistolEMSD 1 WeaponHealth player.equipitem 1911PistolEMSD player.additem 1911Mag 1 else player.additem 1911ExMag 1 endif end Link to comment Share on other sites More sharing options...
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