[MOD] Big Guns strength requirements

while a good idea, 8 seems...extreme, sure some should have really high say fatman and flamer but others it should be lower say 6? like the bozar comes to mind altho its not ingame yet but :|
 
2madcaddie It should.

2Dubby I haven't used fomm compiler, I started this work before it was released. So there is no SCTX. :) But it will be.
 
This should have been like this from the start. We need a light flamer for use until you have power armour I thinking something that doesn't have a backpack but a small cylinder directly attached to the gun (eg. Aliens Flamer).
 
Wasteland Ghost said:
2madcaddie It should.

2Dubby I haven't used fomm compiler, I started this work before it was released. So there is no SCTX. :) But it will be.

Well would you please jot down the core function for me? I've got settings ready to accept a str req mod for all usable weapons just itching for a set of proper functions.
 
2Dubby Yes, I will do this, but later. I can explain the idea right now. Example:

begin onEquip player
if (player.GetAV 5 < SOME_VALUE) ; if STR < SOME_VALUE
UnequipItem ITEM_ID
ShowMessage MESSAGE_ID
endif
end

begin GameMode
if (player.GetEquipped ITEM_ID) && (player.GetAV 5 < SOME_VALUE)
UnequipItem ITEM_ID
ShowMessage MESSAGE_ID
endif
end

Since you have different STR requirements for different item, you have to write diffirent scripts for each of those items since there is no way to get ID of equipped object (without OBSE/FOSE). Because of all weapons in my mod have similar STR requirements, I've used one script with multiple if-elseif statements.
 
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