reloading a bullet?

Wild_qwerty

Sonny, I Watched the Vault Bein' Built!
Okay, lets say that one of the new weapons we make is a 'toxic waste' spray gun. Would it be possible to either make your own ammo for it by 'using' a toxic waste barrel or to load it you have to use the gun on a barrel?

Also maybe we could have a script that woudl give the player a small ammount of radiation points while he is carrying the ammo? Perhaps if we just made the barrels into a container with a jar or bottle of green goo inside it.

*EDIT*
Likewise could we 'use' a tree to make 'darts' 'crossbow bolts' 'sharpened pole spears'

It would be neat to be able to 'live of the land' so to speak. Maybe it could be scripted to check your outdoorsmen skill, the higher the skill the more more items the player could make.
We could always make up a 'flecters tool kit' for making arrows etc... It would then randomly make either bolts or darts???
 
Wild_qwerty said:
Okay, lets say that one of the new weapons we make is a 'toxic waste' spray gun. Would it be possible to either make your own ammo for it by 'using' a toxic waste barrel or to load it you have to use the gun on a barrel?

Yes this would be no problem. It would require assigning PID names to all waste dumps/areas that are to be used for getting the ammo though (not a big deal). One generic script can be attached to each of these scenery objects, its use_p_proc can test what is being used. It might be more realistic to use one of these (click next to see a bunch of small containers) on the waste, then use that on the weapon. I think I can attach a script to a weapon and implement a use_p_proc. Then a script can create an ammo item and place it into inventory. I don't know how to load the ammo in a script but we can definitely make it and place it in inventory.

Wild_qwerty said:
Also maybe we could have a script that woudl give the player a small ammount of radiation points while he is carrying the ammo?

No problem there.

Wild_qwerty said:
It would be neat to be able to 'live of the land' so to speak.

Yes! I have always thought that RPGs didn't have enough of this kind of thing. I might at some point try to get those food scripts working. I don't want it to be a nuisance so its annoying, but I think that when traveling, you should have to either hunt for food or bring food and water with you.

I have set up slots for 15 new books in the expansion pack, and already have scripts that can make them modify skills and traits. It would even be possible to add new perks and skills, even if they don't show up on the character screen. Just because they aren't on the screen doesn't mean they can't exist in global variables. So you could read books on making ammunition for example. I have some ideas that involve this kind of thing for the hover bot as a party member. The player has to repair him and do a series of things to make him work, then there will be several ways to upgrade his capabilities later.
 
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