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19:57:25 12 September 2012 |
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FatalFunnel
(Senior) On forum: 11/07/2011
 Message edited by: FatalFunnel 09/14/2012 5:20:28
Messages: 133
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---QUOTATION--- Fatalfunel ----> NO!!!!!
I wouldn't say no. I consider it doable by scripting, however it'd probably be a terrible PITA that I doubt anyone would be willing to shoulder. ---END QUOTATION---
This is pretty much what I thought, even if it is possible to do through a script, it's likely to be highly inefficient, just like the idea of just cloning the weapons that ranked NPCs are armed with.
Addendum, the way I could see this working would be to write the same weapon as 2 weapons with different classes, then come up with an AI script that switches from weapon x, to weapon y, depending on the distance that their target is.
The first part I know is possible, and is rather easy compared to the second part, which may be harder to come up with a script for. |
05:28:20 12 September 2012 |
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FatalFunnel
(Senior) On forum: 11/07/2011
Messages: 133
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So, having read this thread and the other thread, linked in here, it's possible to have NPCs utilize assault rifles in semi-auto.
Now here's the real question, is there any way that we can scale this by NPC rank, and even more difficult, have them switch fire modes?
The only thing I can think of in regards to my question above is giving higher ranked NPCs in the char_desc files a clone of the same weapon with a different class attenuated to it. |
06:12:31 31 January 2008 |
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NatVac
Senior Resident
On forum: 06/15/2007
Messages: 4286
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I don't know about the ef stuff. Interesting find on the possible priority.
But the grenades are on the bodies after the fact; they are randomly put on the bodies after the NPCs die. See the gamedata\confic\misc\death_items_*.ltx files and how they are used by gamedata\scripts\death_manager.script. |
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