how to get the players damage with script?

Post » Wed Jun 20, 2012 5:32 am

i try this:

Game.GetPlayer().GetActorValue("MeleeDamage") but I always returns 0
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chirsty aggas
 
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Post » Wed Jun 20, 2012 5:43 am

This interests me too
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Ellie English
 
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Post » Tue Jun 19, 2012 10:16 pm

I don't know for definate but I believe the actor value MeleeDamage is like a "base-line value" for your character. In other words for Player it's probably always meant to be 0, then whatever damage your weapon has is added along with perks/enchantments etc.

What makes me think this is reading about UnarmedDamage here: http://www.uesp.net/wiki/Skyrim:Combat#Unarmed_Combat
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Bonnie Clyde
 
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Post » Wed Jun 20, 2012 2:28 am

so there is no way to get the actual damage of the player?
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Daddy Cool!
 
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Post » Tue Jun 19, 2012 7:34 pm

Try throught a function Game.GetPlaer().GetActorBase("health")
If you want i can to write the script
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zoe
 
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Post » Tue Jun 19, 2012 5:49 pm

is not that the "health" ? i looking for the damage that the player can make...i will try anyway
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Gaelle Courant
 
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Post » Wed Jun 20, 2012 3:23 am

YOu can to do timer that is through 1 sec the player taken away health
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Ludivine Dupuy
 
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Post » Tue Jun 19, 2012 11:21 pm

what i need to do is take the damage of a player's equiped weapon and place it on a spell, so my spell is taking damage from a script, then how can i get that variable? or how can i do that?
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Margarita Diaz
 
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Post » Wed Jun 20, 2012 12:38 am

bump
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Kari Depp
 
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Post » Wed Jun 20, 2012 1:59 am

bump
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Jamie Moysey
 
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Post » Tue Jun 19, 2012 10:38 pm

I dont believe you can get the stat value of an item directly - but you could return the damage on an actor that was hit with it.
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Noraima Vega
 
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Post » Wed Jun 20, 2012 12:32 am

I dont believe you can get the stat value of an item directly - but you could return the damage on an actor that was hit with it.

How exactly?
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Jynx Anthropic
 
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Post » Wed Jun 20, 2012 1:33 am

I imagine it would require having a script on the actor, then checking the actor's health at relatively short intervals, and then comparing the value to the actor's health in an OnHit event.
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Joey Avelar
 
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Post » Tue Jun 19, 2012 10:22 pm

I imagine it would require having a script on the actor, then checking the actor's health at relatively short intervals, and then comparing the value to the actor's health in an OnHit event.

Sounds as if it you would have to make a decision between accuracy and processing power there. The faster you check at short intervals, the more intensive the script would be, yet slower intervals would leave much more room for error.

Then there is the complex task of dynamically applying this script to actors that the player is near.
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Anna Krzyzanowska
 
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Post » Wed Jun 20, 2012 4:06 am

There is a thread somewhere on this forum about dynamically attaching scripts to actors by using quest aliases.

Recently, I've been messing around with spells though, and I remember something that we did in Oblivion. Before OBSE came along, people attached scripts dynamically by having the player cast an AOE spell on himself.
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Poetic Vice
 
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