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OnCripple - Actor

Resource:Creation Kit > OnCripple - Actor


Member of: Resource:Creation Kit/Actor Script

Event called when this actor has a limb that goes from healthy to crippled or crippled to healthy.

Syntax[edit]

Event OnCripple(ActorValue akActorValue, bool abCrippled)

Parameters[edit]

  • asLimbName: The name of the Resource:Creation Kit/Actor Value associated with the limb that raised the OnCripple event.
  • abCrippled: True if the limb just went from healthy to crippled, False if the limb went from crippled to healthy.

Examples[edit]

Event OnCripple(ActorValue akActorValue, bool abCrippled)
	Debug.Trace("OnCripple Received: " + akActorValue+ ", " + abCrippled)
EndEvent

Other Notes[edit]

  • Each Resource:Creation Kit/Race form has a BodyPartData property, which consists of a table of BodyPart entries.
  • Each individual BodyPart represents a portion of the body that can be crippled (a 'limb'), and can be associated with an Resource:Creation Kit/Actor Value.
    • Only Body Part Condition Actor Values (eg. BrainCondition) can be associated with limbs.
    • If no Actor Value is associated with a limb, the limb will not fire an OnCripple Event when it becomes crippled.
  • The Resource:Creation Kit/Actor Value associated with a limb determines when it becomes crippled.
    • The Actor Value is always initialized to 100 (meaning 100%).
    • The Actor Value is reduced when the creature takes damage to that limb (in normal combat or VATS).
    • When the Actor Value falls to or below 0, the limb becomes crippled, and this event will be sent.
    • Should the Actor Value later rise above 0, the limb becomes un-crippled, and this event will be sent.
    • Body Part Condition Actor Values can be manipulated through all of the usual Actor Value functions (GetAV, DamageAV, RestoreAV, etc.), and doing so will trigger this event correctly.

See Also[edit]