Best way to make an ultra stimpack?

Post » Fri Oct 22, 2010 4:01 pm

So I'd like to make an ultra-stimpack like those in Fallout Tactics.

Basically they would heal for a whole bunch and then do damage to you after a certain period.

What I was thinking is to do an initial large heal, then have a DoT component and an HoT component at the same time, with the heal part lasting less time.

So for example it would heal for 100 using Restore Health & Conditions (about 2/3rds more than a super) and then have a Restore Health for 20 going on at the same time as a Damage Health for 20. The Restore Health would last for 1min and the damage health would last for 62 seconds, end result is after 1min it takes 30 health off the player, essentially making the ultra as good as a super with the addition of it "loaning" you 40 more HP and no debuff.

Is that the best way?
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Andy durkan
 
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Post » Fri Oct 22, 2010 1:54 am

Just so you know there's all the art work you need for a Super Stimpak already in the game, including Pipboy icons. It looks like Bethesda originally intended on adding them but changed their minds. You'll find a unique mesh, textures and the Pipboy icons if you look around in the various BSAs.
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Farrah Lee
 
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Post » Fri Oct 22, 2010 9:09 am

What you have sound like itmight be the most direct way of doing what you want, despite how convoluted it seems. Ideally you would want a quest script that heals the large amount of health, waits 60 seconds then damages health. (and you could add all kinds of other cool side effects) Unfortunatley getting a Quest script to fire on a specific item use is something that I still haven't figured out. Please post the results of your work, I'd be very curious to see if it functions correclty.
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BRAD MONTGOMERY
 
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Post » Fri Oct 22, 2010 3:49 am

What you have sound like itmight be the most direct way of doing what you want, despite how convoluted it seems. Ideally you would want a quest script that heals the large amount of health, waits 60 seconds then damages health. (and you could add all kinds of other cool side effects) Unfortunatley getting a Quest script to fire on a specific item use is something that I still haven't figured out. Please post the results of your work, I'd be very curious to see if it functions correclty.



I was actually writing this for FO:NV so the code gets even MORE complicated because I have to include hardcoe mode stimpacks doing Heal over Time rather than instant healing, plus how the stimpack bonus healing perk affects all of these. I have two cases.


Normal Mode:

Restore Health and Conditions: Magnitude 100, duration instant
Restore Health: Mag 15 duration 60 seconds
Damage Health: Mag 15 duration 62 seconds.

hardcoe Mode:

Restore Health: Mag 33 duration 3 ;hardcoe Superstimpack mag 20 duration 3
Restore Health: Mag 15 duration 60 seconds
Damage Health: Mag 15 duration 62 seconds.


Haven't tested it in hardcoe mode but it seems as if it should still work, with the restore health HoTs running concurrently.
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~Amy~
 
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Post » Fri Oct 22, 2010 10:25 am

If this is for FO:NV, then you should post in the FO:NV GECK forum.
http://www.gamesas.com/index.php?/forum/111-the-geck-fallout-new-vegas/
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Brentleah Jeffs
 
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Post » Fri Oct 22, 2010 11:47 am

If this is for FO:NV, then you should post in the FO:NV GECK forum.
http://www.gamesas.com/index.php?/forum/111-the-geck-fallout-new-vegas/



I originally had the wrong forum for it.

So I made an FO3 version of the mod too :D

From mistake to inspiration lol.

Honestly though the ultrastimpack mechanics are valid for FO3, the only thing that's specific to FO:NV is having to have a hardcoe mode implementation. Arguably given that there's less variety of healing available in FO3 the mod is more USEFUL there, in FO:NV it's just a little curiousity in part of a larger mod.
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RaeAnne
 
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Post » Fri Oct 22, 2010 3:44 pm

I would probably add a scripted Token to the player when the Ultra Stimpak is used that controls the healing and timer function so you know when to damage the player.

Its also easy to 'slowly heal' the player. I do this in my http://www.fallout3nexus.com/downloads/file.php?id=15215 mod. A perk will slowly lower your radiation level at the same time is slowly heals the player.

In your case, you could slowly heal the player for a set time, then damage the player at the end for a set time.
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Jamie Moysey
 
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Post » Fri Oct 22, 2010 5:04 am

I would probably add a scripted Token to the player when the Ultra Stimpak is used that controls the healing and timer function so you know when to damage the player.


Would you mind sharing how you would do this?
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sunny lovett
 
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Post » Fri Oct 22, 2010 4:11 am

Totally written off the top of my head, so I have neither tested this or anything to make sure it works. But it should in theory.
Place this on a token in the players inventory when they take the ultra-stimpak.

It should heal 2 points a second for 60 seconds, then damage you 2 points a second for 62 seconds.

ScriptName myUltraStimpakScriptFloat myAmtFloat timerRef myContshort myStateBegin OnAdd	set myCont to GetContainer	set timer to 60	set myState to 1endBegin GameMode	if myState == 1		If timer >= 0			set timer to timer - GetSecondsPassed			; heal 2 pts per second			Set myAmt to GetSecondsPassed * 2			myCont.RestoreAv Health myAmt		else			set timer to 62			set myState to 2		EndIf	elseif myState == 2		If timer >= 0			set timer to timer - GetSecondsPassed			; damage 2 pts per second			Set myAmt to GetSecondsPassed * 2			myCont.DamageAv Health myAmt		else			set myState to 3		endif	elseif myState == 3		RemoveMe	endifEnd


If it works, credit for the script would be nice. :)
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JaNnatul Naimah
 
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