Ammunition Tricks

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Revision as of 02:30, 19 December 2008 by imported>Reinhart menken
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The ammunition system is versatile and makes a lot of interesting things possible. The following tricks involve using the Ammunition and Ammo Use fields on a Weapon form.

Useful Tricks

  • Lists: Weapons can have a FormList set as their ammo. If a list is chosen, the contents of the list can be loaded into the weapon, and the objects themselves will be fired out of the weapon. This is the same behaviour that you see in the Rock-It Launcher. Fired objects will not run their scripts, if any. Also of note, the weapon will not have a clip limit and will not need to reload as long as there are loaded ammunition available to fire.
  • Thrown Weapons: Ammunition cannot be selected for thrown weapons in the GECK, but can be set using FO3Edit. Each shot of the weapon will use up one of the ammunition in addition to using up one copy of the weapon. A thrown weapon can be given a list of ammo.
  • Thrown Weapons: Ammo Use cannot be edited for thrown weapons in the GECK, but can be set using FO3Edit. If set to 0, a copy of the weapon will not be removed when thrown. If the weapon is using a list of Ammunition using the trick above, one item from the list will be removed.