Damaging Armor by Explosives

Post » Fri May 13, 2011 12:58 pm

Hi, I'm trying to figure out how the increase the damage that is done to equipped armor when in the blast radius of an explosion. I don't want to increase the explosive damage, or increase the damage to the player's health . . . just increase the damage that is done to the armor itself (which is way too little by default).
And I'm getting nowhere at all (hence this post).

I can damage weapons, but I cannot find a way to reduce the health of armor in a script.
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Beth Belcher
 
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Post » Fri May 13, 2011 1:33 pm

Tada:
http://fose.silverlock.org/fose_command_doc.html#SetEquippedCurrentHealth
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Shiarra Curtis
 
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Post » Fri May 13, 2011 11:13 am

Thanks, but that's the FOSE command I was trying to use, so I must be doing something wrong.

I'm trying to add this to my blast script (which is an effect script).

This is what I currently have (plus the float ArmorHealth):

set ArmorHealth to player.GetEquippedCurrentHealth 2
set ArmorHealth to ArmorHealth * 0.5
SetHealth ArmorHealth


I think I may have the last line wrong, as I couldn't find the correct way to apply the reduced health value to the equipped armor.
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Jamie Lee
 
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Post » Fri May 13, 2011 5:58 pm

I believe the last line should be
Player.SetEquippedCurrentHealth 2  ArmorHealth

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Chris Duncan
 
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Post » Fri May 13, 2011 8:47 pm

Thanks RickerHK, that worked!

But for some reason the result is that the armor is losing over 90% of its health in a single blast.

I even tried it with "set ArmorHealth to ArmorHealth * 0.9" but it made no difference at all.
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R.I.P
 
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Post » Fri May 13, 2011 2:58 pm

But for some reason the result is that the armor is losing over 90% of its health in a single blast.


Is that from the script alone or could that be the cumulative total blast damge and script.
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Samantha Mitchell
 
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Post » Fri May 13, 2011 8:50 pm

Is that from the script alone or could that be the cumulative total blast damge and script.

It seems to be just from the script.
So far, I've only tried this with the Tunnel Snake Outfit [health 100, AR=6 (with my Tweaks)]
Without the new changes to the script, the AR is still 6 after being blasted by a frag grenade or frag mine. And the health seems to be only knocked down about 5% at most.

Even when I removed the line that reduces the armor's health (as shown below), the armor's health is still knocked down to like 5% (and the AR is knocked down to 1).
set ArmorHealth to player.GetEquippedCurrentHealth 2
Player.SetEquippedCurrentHealth 2 ArmorHealth

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Amanda Leis
 
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Post » Fri May 13, 2011 5:03 pm

Sorry,

I had the parameters backward. Put the slot number '2' last.
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Arnold Wet
 
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Post » Fri May 13, 2011 7:14 am

Sorry,

I had the parameters backward. Put the slot number '2' last.


Thanks sooo much! I never would have figured that out.
It works perfectly now. :)
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Alexis Acevedo
 
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Post » Fri May 13, 2011 8:02 pm

I look forward to having this in my game! :D
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Matt Bee
 
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Post » Fri May 13, 2011 9:07 am

I look forward to having this in my game! :D

This will become part of version 4.7 of my Realism Tweaks, controlled by my Blast effect script.
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Arnold Wet
 
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Post » Fri May 13, 2011 7:46 pm

Is this effect being applied to the player only, or to any NPC hit by the explosion?
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Elisha KIng
 
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Post » Fri May 13, 2011 5:40 am

It should only be applied to the player's armor.
I have it under my "if GetIsReference player" condition.

While it might be realistic to also damage the NPCs' armor, doing so could really mess up the game play.
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John N
 
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Post » Fri May 13, 2011 12:05 pm

I have it under my "if GetIsReference player" condition.


I was wondering about that, otherwise it would have meant the player's armor taking the damage of all sets of armor within the blast radius.

I've at least heard of people using explosions to apply effects to all the actors in an area, and while its apparently less efficient that reference walking, it sounds like it can be done. Is the gameplay issue more of a balance thing?
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Sunny Under
 
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Post » Fri May 13, 2011 9:22 am

I was wondering about that, otherwise it would have meant the player's armor taking the damage of all sets of armor within the blast radius.
I've at least heard of people using explosions to apply effects to all the actors in an area, and while its apparently less efficient that reference walking, it sounds like it can be done. Is the gameplay issue more of a balance thing?

The NPCs' armor should receive some damage when they are in the radius of an explosion . . . but it would be a pretty small amount (the default amount).
It hardly seems fair to make all the actors in the area have their armor damaged, just because I happen to step on a mine.
Plus this could rapidly make armor pretty useless for many NPCs, during some of the larger conflicts.

However, my drop weapon effects are applied to all actors.
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Gavin boyce
 
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Post » Fri May 13, 2011 9:29 am

It seems like it could be used tactically, weakening your opponents significantly at the start of a fight, but at the expense of worse loot. It would be a problem though with some of the followers - you can't repair their armor. Paladin Cross is probably the only one place it matters, all the rest usually end up wearing something you provide to them. It would complicate the conditionals a lot though, and reduce compatibility, if you had to do an ID check to make sure you weren't damaging any companion armor.
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Neliel Kudoh
 
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