Difference between revisions of "AddFormToFormList"

738 bytes added ,  00:08, 23 July 2015
manipulating ammo lists -- should either use ListAddForm or be conscious of list order
imported>Yukichigai
(This is HIGHLY useful knowledge, particularly for Ammo Lists in FNV)
imported>JT
(manipulating ammo lists -- should either use ListAddForm or be conscious of list order)
Line 23: Line 23:
*In the first example above, the new beer is now considered alcoholic and will produce the same effects of other alcoholic drinks when the game checks this list (the actual list name in the editor is misspelled as AlchoholicDrinks).
*In the first example above, the new beer is now considered alcoholic and will produce the same effects of other alcoholic drinks when the game checks this list (the actual list name in the editor is misspelled as AlchoholicDrinks).
*In the second example above, animations are now aware of a new armor that is considered "bulky" and will be used to condition certain animations.
*In the second example above, animations are now aware of a new armor that is considered "bulky" and will be used to condition certain animations.
* When adding an ammo type to an ammo list (e.g., AmmoList10mm) with this function (''i.e.'', if you must use this function instead of [[ListAddForm]] which is generally superior), you should always make sure to re-add the original base ammo type to the list to move it back to the front of the list.  For example,
<pre>AddFormToFormList AmmoList10mm MyModSpecial10mmAmmo ;Adds my ammo to the front of the list
AddFormToFormList AmmoList10mm Ammo10mm ;Moves the original ammo back to the front of the list</pre>
* If this is not done, weapons will display your special ammo as their conventional ammo type when viewed in the inventory, and will default to that special ammo type when equipped.  This is almost always undesired behaviour.


==See Also==
==See Also==
Anonymous user