NPC use weapon that does not damage

Post » Thu Apr 07, 2011 8:42 pm

Ok, so I've create a bat that used in an ambush script by some NPCs. It damages Fatigue, but shouldn't do damage. The problem is with the AI use weapon Package "Do No Damage" flag. It doesn't work, the bat does do damage even if the repeat tag is checked. If I set the base damage of the bat to 0, the NPCs will unequip and go melee.

So, is there a way to force the NPC to use this weapon with a base damage of 0? Perhaps a way to keep it from being unequiped?
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Gavin boyce
 
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Post » Thu Apr 07, 2011 5:55 pm

Perhaps try setting the crit damage to like 10000 then the crit chance to 0. So they detect if they crit its superpowerful, but they never will. I can't really think of any other way to do this. Pehaps also if you set their unarmed skill to 0 they will be so quick to use melee.
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lucy chadwick
 
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Post » Fri Apr 08, 2011 5:42 am

Perhaps try setting the crit damage to like 10000 then the crit chance to 0. So they detect if they crit its superpowerful, but they never will. I can't really think of any other way to do this. Pehaps also if you set their unarmed skill to 0 they will be so quick to use melee.



Actually, i figured out the package was working fine, but was script was broken... it kept refreshing the packages, confusing the AI

Also realized I could have just scripted them to equip with the noUnEquipedFlag set to true.

Thanks
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George PUluse
 
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