formine.blogg.se

Ammo and condition checking fallout new vegas
Ammo and condition checking fallout new vegas








ammo and condition checking fallout new vegas

Run when the player tries to barter for items Run when the player's limbs are damaged by something Modifies the radiation from placed water sources

ammo and condition checking fallout new vegas

Run then the player drinks from a placed water source

ammo and condition checking fallout new vegas

Presents a choice list to the player that can trigger a scriptĪdds a leveled list to the target's inventory when the player kills someoneĪdds to the inventory of the target without causing OnAdd blocks to run The function chosen would be the Add Value function, and 5 would be input into the data box for Add Value. In the condition filter for target, the GetIsCreatureType condition filter would be checked, and the first argument for that function would be supplied the value of 0 (the Animal code). In the condition filter for Weapon, GetWeaponSkill condition function would be checked, and it would check if the returned value is 32 (the EnergyWeapons AV code). The Calculate Weapon Damage entry point would be selected. In the case of the Calculate Weapon Damage entry point, the value is the damage that has been currently calculated.Ī full example is a perk entry that causes all Energy Weapon attacks made by the Perk Owner to do +5 damage against animals. When selected, it will enable a box into which either a positive or negative number can be entered to modify the the current value. An example function is the Add Value function. When selected, dialog options specific to that function will be enabled. Once the entry point and the conditions are specified, the function call for that entry point can be selected from a drop down box. In that case, the conditions for the Weapon argument would include a pseudo- IsEnergyWeapon condition check, which could be achieved using GetWeaponSkill by checking if the weapon uses the EnergyWeapons Actor Value (#32) as its skill:

ammo and condition checking fallout new vegas

These arguments can be used to filter the effect of the entry point against a set of conditions.įor example, a perk could modify weapon damage only when the weapon is an energy weapon. Arguments for this particular entry point are the Attacker (the perk owner), the Target, and the Weapon being used (if any). Each one will also have a number of arguments that are relevant to that entry point.Īn example entry point might be something like Calculate Weapon Damage, which occurs in the code when the perk owner is attacking an opponent, just before the damage is to be applied. When you create a Perk Entry that refers to an Entry Point, you select from a list of these pre-defined Entry Points. Perk Entry Points (also known as Code Entry Points) are specific places in the code that are pre-defined. Please remove this message when no longer necessary. You can help by filling in any blank descriptions.įurther information might be found in a section of the discussion page.










Ammo and condition checking fallout new vegas