Changing possibility of loosing weapons when knocked over

Post Reply
neetch
Posts: 16
Joined: Tue Oct 17, 2017 10:35 am

Changing possibility of loosing weapons when knocked over

Post by neetch » Sun Oct 29, 2017 9:34 am

Anyone know where to change this?

Thanks in advance

merlyn
Posts: 373
Joined: Fri Aug 26, 2016 2:41 pm
Contact:

Re: Changing possibility of loosing weapons when knocked ove

Post by merlyn » Sun Oct 29, 2017 2:52 pm

Requires script hacking, and it is in the aschar.as file. Looks like line 5292 to me ("DropWeapon();" line)

neetch
Posts: 16
Joined: Tue Oct 17, 2017 10:35 am

Re: Changing possibility of loosing weapons when knocked ove

Post by neetch » Mon Oct 30, 2017 3:07 pm

Thanks, but don't have anything like that on line 5292

I've got this starting on line 5274:

if(RangedRandomFloat(0.0f,1.0f) < drop_weapon_probability){
int item_id = DropWeapon();

And some more DropWeapon repeatings further down.

Is that what i need to change somehow?

merlyn
Posts: 373
Joined: Fri Aug 26, 2016 2:41 pm
Contact:

Re: Changing possibility of loosing weapons when knocked ove

Post by merlyn » Mon Oct 30, 2017 4:40 pm

neetch wrote:Thanks, but don't have anything like that on line 5292

I've got this starting on line 5274:

if(RangedRandomFloat(0.0f,1.0f) < drop_weapon_probability){
int item_id = DropWeapon();

And some more DropWeapon repeatings further down.

Is that what i need to change somehow?
I am not going to write a mod for you, sorry. Just trying to point you to where to start :)

neetch
Posts: 16
Joined: Tue Oct 17, 2017 10:35 am

Re: Changing possibility of loosing weapons when knocked ove

Post by neetch » Mon Oct 30, 2017 5:37 pm

All i wanted is knowing where to start, i just don't understand why my aschar file is different from yours.

User avatar
halzoid
Posts: 440
Joined: Fri Oct 18, 2013 5:48 pm
Location: Somewhere within the Universe... Might take a while to find me though.

Re: Changing possibility of loosing weapons when knocked ove

Post by halzoid » Tue Oct 31, 2017 12:25 pm

Merlyn probably uses Internal or Advance testing, which is different to the main branch, so it's understandable that his Aschar looks different. Though it looks like you're in the right place.
I will say, it's risky to edit aschar as it becomes obsolete almost every update.

neetch
Posts: 16
Joined: Tue Oct 17, 2017 10:35 am

Re: Changing possibility of loosing weapons when knocked ove

Post by neetch » Tue Oct 31, 2017 2:39 pm

Yeah i learned about that.. But i wouldn't mind doing a small change after each update if i at some point can figure out how to make it work.

Post Reply