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Collateral dammage challange danmmed


NightmareRex

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I made a new ammo set Colistic CL type in my Rage of Hell mod, i wanted to add a challange for hits on enemys of those bullet types, they are example 5mm CL 5.56mm CL 10MM CL 9mm CL, and basicaly all regular ammo i made colistic type, in challanges can make it so can use a weapon on enemy use an item eta, but i want to make it to where can use any weapon the player wan'ts so long it takes colistic ammo type

 

i made a collistic ammotype formlist but that only makes it function if i make a gun that uses all colistic type, i want the chalange to count for the ammo type, rather than weapon type.

 

also less importance since i simply did it as "use item" challange but added s#*! can smear on weapons and poision ppl with it and slapping s#*! on asshole facees also challange but now it just the action of poisionign the weapon, not usign the poisiond weapon that triggers it.

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Are you sure you are using the new ammo objects in the object tree ? The new forms of ammo NV introduced that can have effects and impact scripts attatched ?

 

With the old ammo objects , they only relate to the weapon for how many are in inventory.

And the down range object ( projectile ) bears no relation to the ammo object.

Other than they are both attatched to the weapon.

 

If you can't get the manipulation on the new ammo object you want ... which I think is just a hard coded way of delivering an entry point , with an easier user side interface ???

 

Then you might find the old way of swapping out the projectile what will work for you.

Hence "GetWeaponProjectile" and "SetWeaponProjectile" To a one size fits all that deals the extra poison damage with an explosion. ( a totally separate object ) applied at impact.

 

And to swap it out ... check it with "GetEquippedObject 5" against a form list for what can be a collistic weapon. Store it's current projectile in a variable , then swap it to the collistic one.

Then swap it back upon the "GetEquippedObject 5" change.

 

At least that's a theory to see if it works. But might not.

However manipulating the newer ammo objects would be easier ... or possibly even just adding an entry point perk to do this , with conditions set on the Attacker or Weapon with what is available there.

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