Open blackpaulillyria opened 1 month ago
Well if you fix it you will break existing scripts. Could make a new opcode for that, but really just write a procedure that branches out if you're in combat. That's how my explosive traps work.
I’ll create a scripting workaround for explosions based on C code behaviour in the meantime. The main issue with the combat workaround they made is that there is no radius damage. Also, use of this is somewhat weird and unfair: DMG_BYPASS_ARMOR
Well, I'd argue it's not unfair if you stepped on a mine and it explodes below you - your armor probably isn't well protected from below, unless it's a PA. Radius damage you can implement just as well. Take a look at my implementation:
Thanks for sharing your implementation, I’ll check it out!
About the armor, it worries me that there’s a certain condition that ignores Explosive damage DT/DR and that isn’t communicated to the player. It also raises questions should other damage types also have such conditions too?
Definitively a good topic for roundtable discussion and how much we want to gamify/simulate real world inside Fallout? My rule of thumb, if it makes it more fun while staying true to the game world’s internal laws, go for it!
If function
explosion()
is ran while outside of combat, then the damage, VFX and SFX run normally. However, if combat is started, then they do not. I can't get hurt, the VFX and SFX do not run either.It seems that the developers were aware of this issue since they created this workaround throughout the code. For example:
Can this be fixed?