Difference between revisions of "GetHitLocation"

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*GetHitLocation won't work if used in a weapon's Object Effect, but will work if used in the weapon's Crit Effect.
*GetHitLocation won't work if used in a weapon's Object Effect, but will work if used in the weapon's Crit Effect.
*GetHitLocation will only return the correct value in a [[GameMode]] block in the frame that the reference is killed.
*GetHitLocation will only return the correct value in a [[GameMode]] block in the frame that the reference is killed.
==Human Body Parts==
The body parts of a typical human actor are '''0''' (Torso), '''1''' (Head 1), '''3''' (Left Arm 1), '''5''' (Right Arm 1), '''7''' (Left Leg 1), and '''10''' (Right Leg 1).  This information is defined in the ''DefaultBodyPartData'' [[BodyPartData]] object.


=='''See Also'''==
=='''See Also'''==

Revision as of 22:03, 7 February 2010

Description

GetHitLocation Returns the hit location (of the most recent hit?).

Syntax

[ActorREF.]GetHitLocation

Examples

if BuddyRef.GetHitLocation == 0

This would determine if Buddy got hit in the torso.

Notes

Body Part Return Value
None -1
Torso 0
Head 1 1
Head 2 2
Left Arm 1 3
Left Arm 2 4
Right Arm 1 5
Right Arm 2 6
Left Leg 1 7
Left Leg 2 8
Left Leg 3 9
Right Leg 1 10
Right Leg 2 11
Right Leg 3 12
Brain 13
Hand or Weapon 14
  • GetHitLocation won't work if used in a weapon's Object Effect, but will work if used in the weapon's Crit Effect.
  • GetHitLocation will only return the correct value in a GameMode block in the frame that the reference is killed.

Human Body Parts

The body parts of a typical human actor are 0 (Torso), 1 (Head 1), 3 (Left Arm 1), 5 (Right Arm 1), 7 (Left Leg 1), and 10 (Right Leg 1). This information is defined in the DefaultBodyPartData BodyPartData object.

See Also

Reference

None provided.