danshive Posted July 14, 2011 Share Posted July 14, 2011 I had an idea for using destruction data as a means to give enemies with more robust health levels buffs as they're damaged (example: increase movement speed of a behemoth when it reaches <= 25% health). I was going to accomplish this with explosion objects with enchantments attached to them, but as far as I can tell, enchantments attached to explosions don't actually do anything. One way I tested this was with a simple effect script that should have automatically added 200 stimpaks to my inventory after killing an eyebot (added the enchantment to the eyebot explosion), and I could shoot eyebots 'till the brahmin come home and not get a single stimpak. Any thoughts? I'm pretty sure I could accomplish my desired outcomes by adding gamemode scripts to the creatures, but it feels like the game has a system for what I want already in place. Link to comment Share on other sites More sharing options...
Phrozin Posted July 15, 2011 Share Posted July 15, 2011 What's your script look like? It sounds like it could work. Enchantments work in my Hulk mod. You could take a look at that. Link to comment Share on other sites More sharing options...
Jeoshua Posted July 15, 2011 Share Posted July 15, 2011 (edited) Robots and Turrets don't do OnDeath, I know that. Try making the script run at a different time. Edited July 15, 2011 by Jeoshua Link to comment Share on other sites More sharing options...
danshive Posted July 15, 2011 Author Share Posted July 15, 2011 Phrozin - I might give your script a look, but I notice it requires FOSE. I'm attempting to see if I can get around any advanced scripting at all by taking advantage of the destruction data system. The code is little more than an effect with a player.additem stimpak 200 in the scripteffectstart block. Just for testing for future possibilities, but it didn't work. Jeoshua - I tried applying the modified eyebot explosion to Bloatflies with less that 90% health. It makes shooting them immensely more satisfying, but didn't result in an absurd bounty of stimpaks. Link to comment Share on other sites More sharing options...
Jeoshua Posted July 15, 2011 Share Posted July 15, 2011 Let me open up a file I have here with working explosion scripts and see what I find... Fallout Wanderer's Edition has a "knockdown script" attached to certain explosions. It is attached as an EITM record. (Object Effect). In that Object Effect record, it has Base Effect link. In that Base Effect, is has a link to a script. That script is:scn ExplosionKnockdownScript float AvgStrEnd float TargetStr float TargetEnd float RndNum ref myself Begin ScriptEffectStart set TargetStr to getav strength set TargetEnd to getav endurance set AvgStrEnd to ( ( ( ( TargetStr + TargetEnd ) / 2 ) * 10 ) - 10 ) set RndNum to GetRandomPercent if RndNum >= AvgStrEnd set myself to GetSelf player.pushactoraway myself 1 endif End Link to comment Share on other sites More sharing options...
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