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Vats Attacks


avianmosquito

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I can't get VATS special attacks to work with ranged weapons. When I try to use one my character teleports to the target and stands still in front of them instead of shooting them the way they should. If you know what is causing this problem and how to fix it, please inform me.

 

EDIT:

 

For the curious readers, the weapon I was working with is an energy weapon called the Children's Laser Rifle. It's supposed to be a toy. It only inflicts 5 damage, recharging automatically but only holding a single shot. It's also the most accurate weapon in the game, having 0 spread, and has a base critical chance of 5%, with crits doing double damage and setting the target on fire. The attack that I'm trying to get to work is effectively an automatic crit, dealing double damage and setting the target on fire.

Edited by avianmosquito
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Others will correct me if I'm wrong, but I think VATS special attacks are intended for melee only, which is why you are seeing your character teleporting to the target (i.e. being moved to melee range for the attack animation). What are you trying to do with the VATS special attack?

 

...Deal double damage and set the target on fire. With a laser. From a distance. That's really it.

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I believe the previous poster is correct, you only ever see special attacks used in the vanilla game for melee or unarmed combat. If you try a VATS attack with 50+ melee skill and use a melee weapon you'll see the "Backslash" special is available, for example.

 

What you can do for ranged weapon, which many ranged weapons have, is a special effect for criticals. An easy way to ensure your special always occurs (i.e. set the target on file and deal double damage) is just set your Critical damage to equal weapon DAM, and define your own critical special effect that sets the target on fire, and set the crit chance of the weapon to 100% then it will happen every time.

 

Another alternative for setting the target on fire is you can look at how the .50MG incendiary rounds work, they have a scripted effect that sets the target on fire. You might want to give you gun a new type of energy ammo where you could define this.

 

Probably though the easy way is to define your own special effect and make the critical chance 100%, based on what you described. If your critical damage equals normal weapon damge the two get added so its equivalent to doing double damage. That way you don't need to introduce a new ammo type.

Edited by drakeelvin
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Not what I'm going for. It's supposed to be a trade off: have a good chance of setting them on fire, or use extra action points to get a sure thing. I will not have the weapon autocrit on normal shots, there's no point to that. You might as well just increase the damage and add the effect to normal attacks. Edited by avianmosquito
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