CarlCorey Posted January 22, 2016 Share Posted January 22, 2016 So, I'm still trying to find a way to keep NPCs who haven't had Power Armor training from putting the stuff on. My latest thought was to put a script on the armor with OnAdd and OnDrop blocks that use the FOSE GetHealth and SetHealth functions to effectively break the armor when its added to the wrong NPC and restore it on the way out. I figured that would be one way to keep someone from wearing it. This code just checks for any container that isn't the player but I figured I could refine that once I verified that it works. scn PowerArmorNPCCheck float myHealth begin OnAdd if GetContainer != player set myHealth to GetHealth printc "got health %.0f" myHealth SetHealth 0 endif end begin OnDrop if GetContainer != player SetHealth myHealth endif end Well, it doesn't. I give a suit of Power Armor to the NPC. The printc reports 1000 health but the NPC puts it on and showinventory on the NPC reports this: "Power Armor (00014e13) (0,100%)". So even with 0 HP it's still at 100% health. :confused: I can't see any other script function that might address this. SetDestroyed only works on items that don't actually have health and Disable/Enable did nothing either. If anyone knows a way to make it so that the PA is always unequipable, please let me know. Link to comment Share on other sites More sharing options...
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