Difference between revisions of "Ammo"

112 bytes added ,  02:51, 10 November 2011
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→‎Fallout: New Vegas: Clarifying script info.
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m (→‎Fallout: New Vegas: Clarifying script info.)
 
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*'''# Proj per Shot:''' If set to zero, the weapon's default projectile count is used.  If non-zero, this overrides the number of projectiles produced per shot when this ammo type is loaded.  Note that the weapon's damage figure is divided amongst all of the projectiles, so increasing the number of projectiles will reduce damage per projectile, while decreasing the number of projectiles will increase damage per projectile; higher projectile counts may not be able to bypass Damage Threshold. Note that any value from 1-255 will work but high values may cause lag when the weapon is fired, especially in rapid-fire weapons.
*'''# Proj per Shot:''' If set to zero, the weapon's default projectile count is used.  If non-zero, this overrides the number of projectiles produced per shot when this ammo type is loaded.  Note that the weapon's damage figure is divided amongst all of the projectiles, so increasing the number of projectiles will reduce damage per projectile, while decreasing the number of projectiles will increase damage per projectile; higher projectile counts may not be able to bypass Damage Threshold. Note that any value from 1-255 will work but high values may cause lag when the weapon is fired, especially in rapid-fire weapons.
*'''Abbrev.:''' The abbreviated name displayed adjacent to the ammunition counter on the user's HUD in game, to inform the player which ammunition type is being used.  Although it will accept several alphanumeric characters, the normal HUD only has room for 3 to 4 letters to display without overlapping other elements.
*'''Abbrev.:''' The abbreviated name displayed adjacent to the ammunition counter on the user's HUD in game, to inform the player which ammunition type is being used.  Although it will accept several alphanumeric characters, the normal HUD only has room for 3 to 4 letters to display without overlapping other elements.
*'''Impact Script''': The script which is run on an Actor which is hit by a projectile shot by a weapon using this ammunition.  This script is run ''before'' any effects applied in the ''Effects'' section of the ammunition, but ''after'' any [[Object Effect]]s which are applied by the weapon itself.
*'''Impact Script''': The script which is run on an [[:Category:Actors|Actor]] which is hit by a projectile shot by a weapon using this ammunition.  This script is run ''before'' any [[Ammo Effect]]s are applied, but ''after'' any [[Object Effect]]s which are applied by the weapon itself. Note that since this script is run on Actors, projectiles fired at inanimate targets will not have their scripts executed.
*'''Effects:''' The list of [[Ammo Effect]]s associated with this ammo type.
*'''Effects:''' The list of [[Ammo Effect]]s associated with this ammo type.
*'''Ammo Consumed (Percentage):''' The object type, and the percentage odds, that will be randomly created in the user's inventory every time the weapon is fired.  Used in the default game to collect shell casings for hand-loaded ammunition.  The name of this setting is something of a misnomer as it represents items added when the ammo is consumed, not objects that are consumed themselves; the name may simply be vestigial from earlier development.
*'''Ammo Consumed (Percentage):''' The object type, and the percentage odds, that will be randomly created in the user's inventory every time the weapon is fired.  Used in the default game to collect shell casings for hand-loaded ammunition.  The name of this setting is something of a misnomer as it represents items added when the ammo is consumed, not objects that are consumed themselves; the name may simply be vestigial from earlier development.
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