How to identify if player's current weapon contains weapon m

Post » Fri May 27, 2011 9:43 pm

Im having trouble figuring this out. that when a player equips a weapon, GetWeaponHealthPerc returns corret value.

If I type

ModWeaponHealthPerc

to non-modded gun, it works fine. but If I install a weapon mod that increase the weapon health by 50%.

ModWeaponHealthPerc will not respond unless the parameter is over 50.

I wonder if there is any script function that can tell what type of mod is installed to weapon.
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Peter P Canning
 
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Post » Sat May 28, 2011 2:00 am

In the pip-boy it should tell you what mods are equipped. If it says (for example) Laser RCW + then it's modded. If you press x on pc, then it should show you a list of what's in it
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katie TWAVA
 
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Post » Fri May 27, 2011 12:59 pm

In the pip-boy it should tell you what mods are equipped. If it says (for example) Laser RCW + then it's modded. If you press x on pc, then it should show you a list of what's in it

He's talking about finding weapon mods thorugh scripting functions. Considering the fact that he's done perk mods for FO3, and he's already released one for NV, he's probably looking to make a perk that gives bonuses of some kind to modded weapons
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Isaac Saetern
 
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Post » Fri May 27, 2011 1:15 pm

Might be worth checking if getequipped returns true for mods on the player's currently equipped gun. E.g. player has laser rifle w. scope, does player.getequipped ModLaserRifleScope return true?
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Jessie
 
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Post » Fri May 27, 2011 10:06 pm

Might be worth checking if getequipped returns true for mods on the player's currently equipped gun. E.g. player has laser rifle w. scope, does player.getequipped ModLaserRifleScope return true?


I just checked this out. GetEquipped still returns 1 for the original weapon and 0 for the weapon-mod.
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Cassie Boyle
 
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