.Pixote. said:Josan will you tie this into your survival mod…can I make a suggestion – with this weapon drop, can the weapon drop in a random manner in any one of the six bordering hexes, and if that hex is blocked then the next empty hex…no one can accurately predict how a weapon would fall in real life, so I think adding random element would be refreshing.
Riel88 said:It would be even more perfect if the weapons would drop if a critical hit was made to the arms by unarmed combat to represent disarming.
This would also make fully unarmed combat a viable way to play through the game & all those different kicks and punches wouldnt go to waste like they do now.
It would also make sense if enemies would drop the weapon if he/she would go unconsious - though it wouldnt matter if this critical hit was made by fully unarmed/melee or firearms.
Riel88 said:can critters still be affected after they are dead?
I wonder if it would be possible to incinerate a dead body with a flamer of melt it with a plasma rifle etc..
ColJack said:Can critters still be affected after they are dead?...I wonder if it would be possible to incinerate a dead body with a flamer of melt it with a plasma rifle etc..
Josan12 said:Unfortunately the engine can't cope with such a smart idea. If the weapon drops in a wall, it drops in the wall and can't be retreived.
Riel88 said:It would be even more perfect if the weapons would drop if a critical hit was made to the arms by unarmed combat to represent disarming.
This would also make fully unarmed combat a viable way to play through the game & all those different kicks and punches wouldnt go to waste like they do now.
It would also make sense if enemies would drop the weapon if he/she would go unconsious - though it wouldnt matter if this critical hit was made by fully unarmed/melee or firearms.
kitovyj said:Does the mod work with the latest RP? I've installed provided .int file into the scripts folder, but have never seen critters dropping their weapons...
Josan12 said:There should be no compatibility problems with the RP. It should work fine. You MUST have sfall installed (which you will have if you're using the RP)
I will take a fresh look at the script soon and re-release this mod.
variable LVar1;
variable LVar2;
LVar2 := critter_inven_obj(self_obj, 1);
LVar1 := tile_num_in_direction(tile_num(self_obj), random(0, 5), random(1, 2));
rm_obj_from_inven(self_obj, LVar2);
move_to(LVar2, LVar1, elevation(self_obj));