Radioactivelad Posted June 5, 2018 Share Posted June 5, 2018 (edited) So I have a concept for certain groups of enemies in my mod to use a buff mechanic, whereby an NPC designated as the Squad Leader provides the buff to thier allies, and killing the Squad Leader clears the buff. Now I could simply use an onDeath script on the squad leader that removes an actor effect from a reference, but I quickly realized has the problem of needing a new script and unique npcs for every instance of a "Squad Encounter." At least how I wrote it. How could I implement this in a more "dynamic" way? Not necessarily at runtime (So if you chase a Squad leader to other non-squad allies, the Squad bonus doesn't have to apply to them), but for setting up multiple Squad Encounters without needing several extra unique NPCs? Edited June 5, 2018 by Radioactivelad Link to comment Share on other sites More sharing options...
EPDGaffney Posted June 5, 2018 Share Posted June 5, 2018 I'm a little too busy to look into it myself, but off the top of my head, an effect with a condition of the linked ref not being dead should do it. Then you obviously would make the squad leader the linked ref of each member. Link to comment Share on other sites More sharing options...
Mktavish Posted June 6, 2018 Share Posted June 6, 2018 Ya no need of scripting , just a condition on the actor effect checking the references linked ref. Unless the squad to squad leader relationship is going to be dynamic. Which I have been puzzling over how to do with a mod I'm working on. And so far have found no way to do that short of specific scripting / packages to account for all possible scenario's. To bad there is no reciprocal "SetPackageTarget" of the "GetPackageTarget"But there is a way to set a linked ref in Lutana and JIP.However that doesn't help me with my Fo3 mod. Link to comment Share on other sites More sharing options...
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