†TYRANICK†™ Posted January 9, 2009 Author Share Posted January 9, 2009 bump Link to comment Share on other sites More sharing options...
SpeedyB64 Posted January 9, 2009 Share Posted January 9, 2009 When I said I would fiddle with it I meant I would make a cool working version and of course send it to you first. If I end up using it for something I will credit the idea to you. I am mostly just curious of how this can be used for interesting items and things. I'm not stealing your idea, just experimenting with it. Link to comment Share on other sites More sharing options...
†TYRANICK†™ Posted January 9, 2009 Author Share Posted January 9, 2009 Very well...but still, if you have the capability can you help me out? I can't figure out something. By all means you can experiment with use in your own mods NP. But as I said, for now I personally need help since this is why this thread was made :). I want to know if I can set a resistance FROM "smallguns" and "bigguns" etc? I'm currently trying to implement some sort of "bullet proofing" effect, here's the script I have: scn BOSBulletProofing short ShieldEffect Begin OnEquip player Set ShieldEffect to 1 player.addspell BOSBulletProofingEffect end Begin OnUnequip Set ShieldEffect to 0 player.removespell BOSBulletProofingEffect end Begin GameMode ; if shield on and ap < 1 and armor is unequipt, turn shield off if ShieldEffect == 1 && player.GetActorValue ActionPoints < 1 && player.GetEquipped ArmorPowerBrotherhoodOfSteel == 0 Set ShieldEffect to 0 player.removespell BOSBulletProofingEffect endif ; if shield off and ap > 1 and armour is equipt, turn it on, if ShieldEffect == 0 && player.GetActorValue ActionPoints >= 1 && player.GetEquipped ArmorPowerBrotherhoodOfSteel == 1 Set ShieldEffect to 1 player.addspell BOSBulletProofingEffect endif end My Bulletproofing effect consists of the following effects: Increase small guns resistance effect: -Value Modifier-Assoc. Item = Small Guns-Resist Value = Damage Resistance-Flags = self, touch, target and recover Enchantment effect data: IncreaseSmallGunsResRange = SelfMagnitude = 75 That's the effect data in "Actor Effect" and this is the spell added to the armour when equipped...but as I said, I have NO idea if this would work referencing DR from a "Skill"...does anyone know if this would work? Now another problem is, I got the effect "added"...but when i take the armour off, I don't get a "removed" message...now I was wondering a few things: -Is it supposed to not show a removed message when "remove.spell" is called?-Is my effect even working, is it even possible to set a "resistance" from an attribute So yeah, and the other main issue I have is, I need to know how I can make damage done from me, deduct from AP's as well...as the base script shows on the other page, it's totally possible but I'd need to do a "check hp" check in the scripts...since the way i was told it could work is if i have me take damage, restore health, and then deduct from the AP. I know the basics, but not enough to pull it off, can you or anyone help me where to put which variable in the script? Link to comment Share on other sites More sharing options...
betto212 Posted January 10, 2009 Share Posted January 10, 2009 let me see if i understand...you find a way to trigger a script that runs before the damage reduce your hitpoints when got shot ? im interested because i wanna make helmets absorv damage only from headshots. Link to comment Share on other sites More sharing options...
†TYRANICK†™ Posted January 12, 2009 Author Share Posted January 12, 2009 something like that. Bah...the above method won't work. There's no way to add "DR" from "small guns" doing it that way... Seems the only way to do it would be to make the player invulnerable. Then take away damage that isn't there, they negate that damage from the AP's. I'll have to play around with it some more, can't work on it this week, uni work becons me. Link to comment Share on other sites More sharing options...
betto212 Posted January 12, 2009 Share Posted January 12, 2009 hmm...what is the condition function to get the last hit damage ? if there is one Link to comment Share on other sites More sharing options...
SpeedyB64 Posted January 12, 2009 Share Posted January 12, 2009 So if I understand what you are saying your script is having problems differentiating between small and big guns? A good way to see if a script is working is to add messages in it all over the place to let you know what it is doing, then remove the messages when you have it working. I haven't had time to try this out either (busy with the silos death ring battle arena) if I find anything more out I will let you know. Link to comment Share on other sites More sharing options...
†TYRANICK†™ Posted January 13, 2009 Author Share Posted January 13, 2009 No no no...scrap that idea it doesnt work like how I thought. At the moment the only way do to this is to alter the DR values. I'll have another play around too with the original and see what i get. Link to comment Share on other sites More sharing options...
betto212 Posted January 13, 2009 Share Posted January 13, 2009 one ideia... that appeared to be bad :) Link to comment Share on other sites More sharing options...
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