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Ammo and condition checking fallout new vegas
Ammo and condition checking fallout new vegas











ammo and condition checking fallout new vegas

In the condition filter for target, the GetIsCreatureType condition filter would be checked, and the first argument for that function would be supplied the value of 0 (the Animal code). In the condition filter for Weapon, GetWeaponSkill condition function would be checked, and it would check if the returned value is 32 (the EnergyWeapons AV code). The Calculate Weapon Damage entry point would be selected.

ammo and condition checking fallout new vegas

In the case of the Calculate Weapon Damage entry point, the value is the damage that has been currently calculated.Ī full example is a perk entry that causes all Energy Weapon attacks made by the Perk Owner to do +5 damage against animals. When selected, it will enable a box into which either a positive or negative number can be entered to modify the the current value. An example function is the Add Value function. When selected, dialog options specific to that function will be enabled. Once the entry point and the conditions are specified, the function call for that entry point can be selected from a drop down box. In that case, the conditions for the Weapon argument would include a pseudo- IsEnergyWeapon condition check, which could be achieved using GetWeaponSkill by checking if the weapon uses the EnergyWeapons Actor Value (#32) as its skill: These arguments can be used to filter the effect of the entry point against a set of conditions.įor example, a perk could modify weapon damage only when the weapon is an energy weapon. Arguments for this particular entry point are the Attacker (the perk owner), the Target, and the Weapon being used (if any). Each one will also have a number of arguments that are relevant to that entry point.Īn example entry point might be something like Calculate Weapon Damage, which occurs in the code when the perk owner is attacking an opponent, just before the damage is to be applied.

ammo and condition checking fallout new vegas

When you create a Perk Entry that refers to an Entry Point, you select from a list of these pre-defined Entry Points. Perk Entry Points (also known as Code Entry Points) are specific places in the code that are pre-defined. Please remove this message when no longer necessary.

ammo and condition checking fallout new vegas

You can help by filling in any blank descriptions.įurther information might be found in a section of the discussion page. by holstering their weapon) to work.This article is incomplete. Not all of the values listed below are actually in use by the engine - further testing is required.Ģ1 Speed Multiplier - Requires NPC/player to reevaluate current speed (e.g. They are listed by their code number in decimal, as these are the values that will usually be plugged into If you are editing the Hex Code of a subrecord directly, you will need to convert these numbers to Hex. The following is a list of most of the actor values in use by the engine.













Ammo and condition checking fallout new vegas