Talk:BodyPartData

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Revision as of 11:29, 9 January 2009 by PoHa! (Talk | contribs)

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If I'm reading this right, you could make something like energy shield body parts and add them to say, robots, which would add energy resistance until the shield body part is destroyed, correct? --Quetzilla 00:52, 12 December 2008 (UTC)

Possibly, but from my testing, that would require editing the mesh itself, as well as possibly adding in a new Actor Value (haven't done anything with those yet). What I've seen so far:
  • Part Name: This is what gets displayed in VATS mode
  • Part Type: Unsure, though if this is set to something already in use by another body part, it throws an error.
  • Node Name("Part Node" in Body Part window): This is the section of the body that will be highlighted when that particular section is switched to in VATS. (For instance, setting this to Bip01 Head on DefaultBodyPartData will highlight that character's hair.) This seems to also be connected to the chance to hit that body part. If you can't see any vertices connected to this node on your screen, then the chance to hit it will be 0%. (I'm not entirely sure how these connections are set up within the model, however) This also throws an error if set to something already in use.
  • Vats Target: This sets the location for the label in Vats Mode that tells the name and chance to hit.
  • Actor Value: This is the affected actor value. Setting this to NONE seems to CTD when/if you enter VATS mode. Setting this value the same as another apparently groups the two together (see Heads ~ Brahmin). It may be possible to create a new actor value for use here (Currently only BrainCondition[Frenzy when 0], EnduranceCondition, PerceptionCondition, LeftAttackCondition, LeftMobilityCondition, RightAttackCondition, and RightMobilityCondition are accessible in the drop down list, most of which tend to be used).
--PoHa! 16:29, 9 January 2009 (UTC)
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