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Script trigger on damage

General mod discussion and requests.
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Adonis VII
Posts: 155
Joined: Mon Jan 05, 2015 4:50 am

Script trigger on damage

Post by Adonis VII » Sun Mar 22, 2015 5:09 am

Is it possible to have a script trigger on damage?   I want to take a vanilla activator, and have it alter between two states (interactable and noninteractable), or possibly have two placed objects, disabling one object, then enabling a disabled activator.


Vanilla:


Click activator. done.


Goal:


Object does not have activation prompt in default state.  When damaged, the activation prompt then works.  After X time, or when cell is unloaded, the object resumes its default noninteractable state.


 


Additionally I'd only want the change to occur on Fire damage. Is it possible to give immunity, extremely high DT to the other types? (Normal, Explosive, EMP/Pulse, Electrical)


 


 



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Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

try destruction stages

Post by Puppettron » Sun Mar 22, 2015 5:18 am

try destruction stages.  you could also put an onHitWith <formlist> block for the stuff you want to specifically want to effect it, then when triggered, damageObject 100 (or whatever you set your destruction stage at)


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

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