Orven Posted September 12, 2017 Share Posted September 12, 2017 Hello all! I'm working on my private "realism" mod (however I do think of releaisng it for public use too). I'm totaly green to modding. Nontheless, till now I'm quite happy with results. But I'd like to go a step further. I would like to transfer all (most of) firearms damage from weapons to projectiles (ammo). Searching and reading had bring me to conclussion that I can do this only by scripting and adding those scripts as Impact Scripts to ammo. However scripting is a kind of dark magic to me - I mean, don't know and don't understand nothing of it. I would like to make a script with would apply damage over time to the target (but with duration - not unlimitted) but it would have to trigger only if weapons damage is greater than Damage Treshold of target. My point is - I want to use weapon "residual" - meaning small - damage value as a penetration capability. If weapon would be abble to penetrate the armor, than DoT would be applied as main source of damage. Is this even possible? If so, how should look like such script? To explain some more - I know, that I can create ObjectEffect and add it to a weapon, but in such case It is the same regardless of ammo used. And for example JHP bullets (my version of default HP ammo) should do more DoT, than FMJ. This is why I want to have DoT effect applied to ammo. Ps. Sorry for bad English - I hope you can understand, what I mean. Best wishes,Orven. Link to comment Share on other sites More sharing options...
Mktavish Posted September 17, 2017 Share Posted September 17, 2017 (edited) Well I recently found out you can make a heal overtime , by simply putting a duration on the effect item when using restore health. What it does is evenly split up the magnitude per second for the duration. So it would stand to reason you could have your Object Effect : "Effect Item" be "DamageHealth" Then set the duration , and magnitude you desire.Also could put some conditions in there to stop gate it for when to apply that DOT.Plus even put in multiple "DamageHealth" DOTs with their separate conditions.So sometimes only one applies , and sometimes all end up applying. And you of course have to put this one Object Effect on all weapons you want it to work on. Which you could have a condition of which weapon the PC is using , to then have different instances of "DamageHealth" apply.But depending how extensive , making multiple Object Effects maybe the way to go ? There is no damage you could attach to a projectile directly ... but you could attach an explosion to it , then input damage there , but a Dot for that would still have to come from an "Enchanment" which is just an object effect. Therefore achieving the same thing more simply by putting it directly on the weapon. Scripting bullets impacting actors to then calculate a complicated residual dot ... definitely possible ... but over thinking it in my opinion. I could be wrong though , just not seeing a nice tidy plug in point for it. Edited September 17, 2017 by Mktavish Link to comment Share on other sites More sharing options...
Recommended Posts