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Showing results for tags 'object effects'.
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Howdy, as the titled suggests I need help altering DT based on hit location, I am using JIP's Localized DT setting and I am developing a mod that applies an Object Effect if the DT is below a certain value, JIPs setting is working as intended but even if I hit the unprotected body part it is not applying the effect I have created as it still reads as if the DT is applied to the whole body.. the only solution I can think of is altering the DT based on where they are hit while wearing specific gear to stop the effect.. I have tried making an effect for armor that increases the DT to the intended value when hit in the body part the armor is worn but it seems the game first checks for the DT then applies damage, ignoring my effect. I am stumped, any help will be greatly appreciated. If there is any information that can help you solve my issue please ask me anything.
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Ok, so here is my situation. I have spent two days troubleshooting this, and I am at a total loss... I have several custom ammunition types that have impact scripts attached to them. They function 100% correctly when fired out of a weapon (eg: hunting shotgun firing dragon's breath rounds, correctly lighting people on fire) The problem I am having, is that things which should NOT be triggering the ScriptEffectUpdate block in the impact script for the ammo, are triggering it anyway. For example, if I place a simple frag mine and wait for an enemy to walk over it and trigger the explosion, if the frag mine goes off while I have a hunting shotgun equipped with Dragon's Breath rounds in it, the frag grenade explosion not only inflicts it's own damage, but it also "castimmediatelyonself" the dragon's breath effect, and lights people on fire, even though I haven't shot them with a round, ever. This is true with every single type of ammunition I can test it with, and every single type of explosion. Whether or not the explosion has it's own object effect doesn't seem to matter either. No matter what I do, any explosion from a mine or grenade I throw also runs the impact script of whatever ammo I have equipped in my weapon, regardless of whether or not it's supposed to. As you can imagine, this is totally game-breaking for me... and yet I can't seem to find a single instance of this happening to anybody online. :( This problem is especially compounded with something like the grenadehotkey mod - every time a grenade is thrown, it immediately switches back to your previously equipped weapon. If the first available ammo to your weapon is an ammo with an impact script attached to it, then when the grenade goes off, the ammo's impact script is run on everyone hit by that grenade, since you were able to re-equip it so quickly. If you want to test this in your own game, (should even happen in Vanilla, as far as I can tell) then place a frag mine, and equip a 12 ga. shotgun with dragon's breath rounds. Wait for the mine to go off, and everyone will ALSO be lit on fire... This is driving me crazy :( any ideas?
- 5 replies
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- grenade hotkey
- ammunition scripting
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(and 2 more)
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