Agnot2006 Posted November 23, 2011 Share Posted November 23, 2011 I created and added a new section to Penny’s main Object script. The new section enables Penny to monitor and inform the player when her weapon is becoming damaged. I created a topic for her to say when the weapon becomes damaged and a couple of extra quest variables that show me the base health and the damage of the weapon she is using in the consol. The two variables setup to monitor the damage doesn’t seem to be updating. Although the rest is working, the topic triggers when the weapon she is using reaches the damage limit and goes back to max when I repair her weapon. The weapon was damaged when I started running the script and initially variable showed that damage but didn’t update when the damage increased but it did jump back up to max after I did the repair, but doesn’t show the damage as it happens. Can anyone help with what I did wrong?Penny Weapon Damage ;Insert into Penny's quest script Short PennyWeaponTopic ;To start the topic Short PennyWeaponSaid ;To stop the topic Short PennyWeaponHealth ;to monitor damage rate ;Insert into Penny Script Ref rPennyWeapon Short iPennyWeaponBaseHealt Short pWeaponHealth Begin Gamemode if GetEquippedObject 5 > 0 set rPennyWeapon to GetEquippedObject 5 set iPennyWeaponBaseHealt to GetBaseHealth rPennyWeapon set pWeaponHealth to GetEquippedCurrentHealth 5 set aajeallesGirlsRepairSB.PennyWeaponHealth to pWeaponHealth; show me set aajeallesGirlsRepairSB.PennyWeaponBaseHealth to iPennyWeaponBaseHealt; show me If pWeaponHealth < iPennyWeaponBaseHealt - 50 Set aajeallesGirlsRepairSB.PennyWeaponTopic to 1 else Set aajeallesGirlsRepairSB.PennyWeaponTopic to 0 Set aajeallesGirlsRepairSB.PennyWeaponSaid to 0 endif endif end Link to comment Share on other sites More sharing options...
rickerhk Posted November 24, 2011 Share Posted November 24, 2011 For weapon health on her object script you can just use set pWeaponHealth to GetWeaponHealthPerc If pWeaponHealth < 50 ;do stuff Or if you want to stick with the With the FOSE functions, you have to do a division to get the percentage, because GetBaseHealth returns the number of hitpoints the item has (its 'health' in the Geck).GetEquippedCurrentHealth returns the nnumber of hitpoints that the item has left.So the percentage (0.0 to 1.0) would be (a float): float pWeaponHealthPerc set pWeaponHealthPerc to pWeaponHealth / iPennyWeaponBaseHealt * 100 ;returns 0 - 100 Link to comment Share on other sites More sharing options...
Agnot2006 Posted November 28, 2011 Author Share Posted November 28, 2011 I thank you for your assistance, it’s much appreciated. Link to comment Share on other sites More sharing options...
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