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Specific Limb Damage immunity


Radioactivelad

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Does anyone know how to modify a specific limb's damage properties?

I thought to work off the Brainless/Spineless perk from Old World Blues but the perks themselves don't actually seem to grant the cripple immunity.

 

The only clue I've found is that there's a "Restore Limb - Chest" effect cvalled "NVDLC03TorsoRestoration" presumably used when the Player "reinstalls" their natural Spine, which allows their torso to be crippled again.

 

(I guess it could also be a constant regen effect to grant effective immunity to crippling, but there's no equivalent ability for the Head.)

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You guessed it, the crippled limb immunity is just a regen effect handled behind the scenes. It's in NVDLC03GenericPerkQuestSCRIPT. It's kind of a lengthy script, so I thought I might grab the relevant lines for you:

 

Brainless on line 209

Heartless on line 232

Spineless on line 288

 

Hope this helps!

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Interesting, the Script doesn't use any actual Regen abilities, it just instantly restores the limb's condition the moment it falls below 100%.

 

With plain Regen I guess its theoretically possible the limb might get crippled very briefly from a strong enough attack, but I wonder if that's worth not having a Gamemode Script running constantly.

Edited by Radioactivelad
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Yeah, the DLC perk quest scripts are a little sloppy, to say the least. There are so many needless GameMode blocks running at any given second, it's a wonder the game doesn't shake apart.

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I guess that's why the event handler for crippled limbs wouldn't work , cuz you would end up getting the crippled limb message. And with those triggering would probably add it's own level of lag vs the game mode block of a quest ... plus be annoying with those messages triggering.

Which I think you can only set the quest scripts as low as .1 sec tick ??? ... vs matching frame rate of any other type scripts running gamemode blocks.

 

So at 60fps , quests are clamped to 6 tics vs 60 . At least that is my loose understanding of it.

I'd luv to hear what the reality of it is though , if anybody knows.

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From the GECKWiki page on "GameMode" Blocks:

 

Code placed inside this blocktype will be executed every frame during normal gameplay, i.e. whenever the player is not in any sort of menu.

 

For Quest scripts, GameMode code is executed once every X seconds, where X is whatever number is entered in to the "Script Processing Delay" field. By default this is every 5 seconds, but can be set as low as every tenth of a second.

 

For Object or Effect scripts, GameMode code is executed every frame, that is to say every time the game engine re-renders the current scene. This more or less directly corresponds to the player's framerate, meaning that GameMode code will be executed as frequently as 120 times per second. Keep this in mind when placing code in this block, and avoid invoking comparison or retrieval functions such as GetContainer or GetQuestRunning every frame.

 

 

So you basically had it correct. But it's always better to link to the source as exact details sometimes are crucial.

 

-Dubious-

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