UseWeapon (Function)

From the Fallout3 GECK Wiki
Revision as of 16:39, 26 November 2008 by imported>Kkuhlmann
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Description

UseWeapon Has an actor use its weapon. It is called on a Reference and takes a whopping nine parameters, though the last five are optional:

  • the weapon
  • where to stand
  • the target
  • how many times to use the weapon
  • whether to crouch when reloading [optional, default is true]
  • whether to hold fire when blocked [optional, default is true]
  • whether to automagically hit the target [for scripted forced kills; optional, default is false]
  • whether to prevent all damage [for scripted protracted fake combat; otpional, default is false]
  • where the target needs to stand [optional, default/NULL means "anywhere"]

Syntax

[ActorREF.]UseWeapon WeapontoUse WhereToStand WhatToShoot ShotsToFire [CrouchToReload] [HoldFire] [AlwaysHit] [DoNoDamage] [TargetShouldBeHere] 

(Despite these parameter names implying ranged weapons, UseWeapon can be used with melee weapons too.)

Examples

BuddyRef.UseWeapon  Pistol12  BuddyRef  HollyRef  5  0 0 0 0 XMarkerRef047

So Buddy would draw his pistol (or grab one if one was nearby), and from his own current location he would fire at HollyRef five times -- but only while she is near XMarkerRef047.

Notes

  • In the parameters of a UseWeapon package, "WeapontoUse" can be set to a reference (a specific weapon), an object (a type of weapon) or a broad class of weapon (e.g. "any ranged weapon"). I am not certain whether or how to specify the equivalent concepts here. Please replace this if you know the answer. --RadHamster 15:30, 29 March 2007 (EDT)


See Also

Reference

None provided.