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Synth Detector


Zorkaz

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A workshop that has synths in the population:

If (ThisWorkshop.GetValue(pWorkshopRatingPopulationSynths) > 0)

Get the workshop actors (as this gets LinkedRefs on non persistent end points it only works locally on loaded actors)

ObjectReference[] WorkshopActors = (pWorkshopParent as WorkshopParentScript).GetWorkshopActors(ThisWorkshop as WorkshopScript)

Then iterate through the actor array testing each actor for the synth flag:

If ((ThisRef as WorkshopNPCScript).bIsSynth == TRUE)
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There is no death item query script function so it would be rather difficult to know if any non workshop actor has been assigned a particular death item like SynthDeathItem either on their static actorbase form or dynamically through script.

 

One could pick each actor, move them to a holding cell, kill them, check for a SynthDeathItem, ressurect them and move them back. But seems like a lot of effort and s*** UX to answer a question that has no real impact on the game.

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