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Explosion enchantments


danshive

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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.

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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.

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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


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