Armor Piercing round + armor and npc health

Post » Tue Mar 15, 2011 6:29 pm

Hello, would like to discuss the best way to implement AP round in game. Other mod that change the combat system make too mutch change to my taste and would be incompatible with my own mod...

Already i know of 3 way to implement this from looking a the geck.

1. add an effect on hit that lower Armor DR for a while
2. Add the effect of the unique sledgehammer to damage the armor
3. add a script/effect on hit that do some extra damage

Unwanted side effect
1.other npc can benefit from the "bonus"
2.will permanently lower the DR
3.May not work on every hit

I may also look to implement some of the other kind of ammo like FMJ HP
Of course, switching from one ammo to another will be done via script.

As for powerfull armor
I find it more interresting to give high armor to npc then to give them insane HP
A little example... witch work also for creature npc

npc A with 100 hp and DR 85 vs npc B with 850 hp DR 0
in game term it take the same amount of hit to kill both but if given stimpack, the npc A can take more hits.
Also, poison and other effect are more effective/dangerous and would keep some weapon usefull( like an emp grenade/mine vs big bot)



Also, does anyone know hot to increase the max armor value from the geck and how exactly work the effect of damage armor?
Thanks in advance for any feedback
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Benjamin Holz
 
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Post » Tue Mar 15, 2011 10:12 pm

http://www.gamesas.com/index.php?/topic/1085086-armour-piercing-script-help/. I may have just read a breakthrough on the damage calculation side of things (even though that was the most functional bit to begin with...), but I still have to work Cipscis' suggestions into the script, which I won't be able to do until the weekend. Rest assured though I'll release it for all to use as soon as it's finished, as I think it's something the entire community can benefit from.

As for swapping ammo types, theres a gazillion functions in FOSE that allow you to change the ammo type, stats and object effect of a weapon (amongst others) without actually putting the weapon away, so you could make some pretty convincing ammo swapping via a key press that forces the reload animation and changes the stats, etc. That's the next mini scripting project thing I want to work on after this AP script is done, actually.
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adame
 
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Post » Tue Mar 15, 2011 6:03 pm

Did check your script, could be interresting, But require FOSE, witch right now im not using
Only using an effect as a script(+changer script) as it seem the best soluce with out fose would work for both pc and npc
About the script changer, i already got one, i may look for other if needed.

From reading your script, the big bonus is that your script could work for any weapon so it is a generic script.
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Rude Gurl
 
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Post » Tue Mar 15, 2011 10:13 pm

That's the plan. When its done the beauty of it is that anyone will be able to slap it on any weapon they want to pierce armour and go, no fuss. I'd be interested to hear your approach, if you're willing to share your ideas.
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Steven Hardman
 
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Post » Tue Mar 15, 2011 9:09 am

Right now, im just playing with the idea, so i cannot confirm if it is fully doable...

Hollow point /fragmented/dumdum round are regular round from fallout and are stopped fully by armor

FMJ do 85% normal + 15% piercing (2/3 power form regular round)

AP round do 50% normal + 50% piercing (1/2 power from regular round)


so in term of math an NPC with 85DR

the same gun with 3 kind of ammo

at 100 dammage HollowPoint does a max of 15

at 66 FMJ 8.4 + 9.9 = 18.3

at 50 AP 3.75 +25 = 28.75

these values are not set in stone, they are just a idea for on how to calculate damage based on the round used.

but adding an effect to weapon that damage health to a set amount would bypass the DR just like poison that bypass armor.

already added armor effect on robot and most npc that are not humain making them hard to kill with standard weapon (emp are usefull now agains robot-- almost a must have)


NPC cannot change ammo by themself unless im mistaken

My idea is to make a script per ammo unless i can find a way to make it so that it can calculate the damage based in the actual damage of the weapon.
Right now im not looking for hand to hand weapon to have AP capabilities
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Rex Help
 
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Post » Tue Mar 15, 2011 11:41 am

Seem's like #1 is the easiest way to do it? I assume it's possible to have the debuff script run for a tiny amount of time so it essentially only occurs for just the bullet hitting; but I haven't touched scripting to indepth so maybe not.
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Makenna Nomad
 
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Post » Tue Mar 15, 2011 8:58 pm

the dubuff is not even a script, just en effect and we give it the value we want for debuff, the 2 problem i see with that is

1. the debuff is activated after the hit(must confirm this but almost certain) so only the second bullet benefit from it
2. would need to make en effect for eatch debuff value i want, ie 10% 20% 30% ...

It require less work to debuff then to add direct damage(case 3)
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Sheila Esmailka
 
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Post » Tue Mar 15, 2011 7:47 pm

I finally got a simple test version of the ap round, work fine agains npc and should work on the player since it is an effect.
So far only the normal effect to damage health is working... the duplicate i made does not work...
So far i did not find a way to change dynamically the damage of the weapon and the effect, this mean that more the one set of effect must be made and that the weapon damage must be ajusted manually.
If someone is interrested in the demo, i could upload the file or display the changes in the geck.
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natalie mccormick
 
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