[NEED HELP] Condition for setting exception

Post » Mon Sep 14, 2009 9:21 pm

I'm currently trying to set a condition in a way that the effect should only work when a combat target is not wearing power armor. I tested this with an NCR-trooper wearing the "NCR Salvaged Power Armor".

So the condition is set the following:

  • Effect: VictoryRifleKnockdown
  • Condition Function: GetEquiped
  • Function Parameters: ArmorPowerNCRSalvaged
  • Comparison: !=
  • Value: 1.000
  • Run on: Combat Target


The aim was that all normal targets should get knocked down by grenades (I applied the enchantment / effect to "GrenadeFragExplosion") but not the ones wearing power armor. I planned on adding other types of power armor to the list later, when the results for the NCR power armor would turn out positive.

The result: Sometimes no one seems to be knocked back. Sometimes the NCR troopers with the Power Armor get knocked back even so. Seems kinda random.

Any idea what I'm doing wrong?
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Lyndsey Bird
 
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Post » Mon Sep 14, 2009 9:37 pm

That checks to see if the Combat Target of the person the effect is running on is in salvaged power armour. Since effect scripts on weapons run on the person the weapon's hit, and it's very unlikely that they'll be in combat with themselves...
Also, just as a note you can use the formlist AllPowerArmor to check for power armours.
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sharon
 
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Post » Mon Sep 14, 2009 3:43 pm

That checks to see if the Combat Target of the person the effect is running on is in salvaged power armour. Since effect scripts on weapons run on the person the weapon's hit, and it's very unlikely that they'll be in combat with themselves...
Also, just as a note you can use the formlist AllPowerArmor to check for power armours.


Okay...since weapon effects always affect the target...then I should choose "Run On: Subject", right? So it checks if my target is wearing Power Armor...


/edit: IT WORKS. :) I had to change how the condition works though. Checking for == 0.000 doesn't work, but checking for != 1.000 works. ^^

Thank you very much!
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Madeleine Rose Walsh
 
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Post » Mon Sep 14, 2009 1:36 pm

Okay, since I got this running - thanks again - might anyone point me towards another condition I need?

I'm looking for the condition to score a critical hit. I already found "GetLastHitCritical" and "GetKillingBlowLimb", but the first only checks whether the last hit was a critical one (and not the current I suspect) and the other checks whether a limb was cripled during the last hit (and not the current) or not.

I need a check if the current hit is a critical.

Thanks in advance. :)
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Annick Charron
 
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Post » Mon Sep 14, 2009 4:46 pm

The effect scripts run after the hit damage has been processed, not before, so the last hit in "GetLastHitCritical" and other functions will be the 'current' one.

The == 0 and != 1 conditions behaving differently is odd. Quirk of the editor, I guess.
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Alexxxxxx
 
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Post » Mon Sep 14, 2009 6:28 pm

The effect scripts run after the hit damage has been processed, not before, so the last hit in "GetLastHitCritical" and other functions will be the 'current' one.

The == 0 and != 1 conditions behaving differently is odd. Quirk of the editor, I guess.


Or maybe just coincidence in the game engine. There is an function "knock living players down --> by formula" in the options of the explosion. It may or may not work together with the condition I'm using, but if it does then there is an amount of chance in everything the effect does. ;)

And thanks for the hint, I'll check it out. Will be difficult to test though because I need to score critical hits obviously...

BTW: Do you by any chance know how the "GetKillingBlowLimb" condition works? What I think: If a hit is strong enough to cripple a limb the condition is meat. Would be just what I'm looking for...

Or if you know any other condition that checks for cippled limb I'd also like to know. Thanks in advance.
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Laura Mclean
 
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