Editing CombatStyle

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{Template:Incomplete Article}}
'''Type:''' <code>CSTY</code>
'''Type:''' <code>CSTY</code>
<BR/>
<BR/>
'''Papyrus:''' [[CombatStyle Script]]
'''Papyrus:''' [[CombatStyle Script]]


A '''combat style''' represents an [[Actor]]'s overall approach to combat and sets up their preferences, such as how frequently they block or whether they are a ranged combatant or a melee one. Combat Style does not allow you to specify combat tactics. The specific decisions made by the Combat AI cannot be controlled through the Creation Kit. For limited control over combat decisions you can use Combat Override Packages on the Actor's AI Packages Tab (such as Hold Position Packages).
A combat style represents an [[Actor]]'s overall approach to combat.
 
The [[CombatStyle]] [[:Category:Object Classes|object]] is found within the [[Object Window]] under the [[:Category:Miscellaneous|Miscellaneous Category]].
The [[CombatStyle]] [[:Category:Object Classes|object]] is found within the [[Object Window]] under the [[:Category:Miscellaneous|Miscellaneous Category]].


Line 40: Line 38:
**'''Block When Staggered/Recoiled:'''
**'''Block When Staggered/Recoiled:'''
**'''Bash Mult:''' The higher the number, the more likely an NPC will bash the player either with a shield or a special attack flagged as a 'bash'. This can result in the player being staggered, thus interrupting animations and temporarily disorienting & disabling actions.
**'''Bash Mult:''' The higher the number, the more likely an NPC will bash the player either with a shield or a special attack flagged as a 'bash'. This can result in the player being staggered, thus interrupting animations and temporarily disorienting & disabling actions.
**'''Bash Recoiled Mult:''' The higher the number, the more likely an NPC will bash a player who is in a recoiled state.  A recoiled state is when an [[Actor]] gets ther regular attack blocked, thus recoiling them.
**'''Bash Recoiled Mult:''' The higher the number, the more likely an NPC will bash a player who is in a recoiled state.  A recoiled state is when the player (or npc) gets his regular attack blocked, thus recoiling him.
**'''Bash Attack Mult:''' The higher the number, the more likely an NPC will bash a player who's actively attacking, or in an attack state.
**'''Bash Attack Mult:''' The higher the number, the more likely an NPC will bash a player who's actively attacking, or in an attack state.
**'''Bash Power Attack Mult:''' The higher the number, the more likely an NPC will bash a player who's actively power attacking, or in an power attack state.
**'''Bash Power Attack Mult:''' The higher the number, the more likely an NPC will bash a player who's actively power attacking, or in an power attack state.
*'''Misc'''
*'''Misc'''
**'''Allow Dual Wielding:''' Allows an NPC to dual wield. Note, this will only work on 'humanoid' NPCs who have Dual Wielding animations.
**'''Allow Dual Wielding:''' Allows an NPC to dual wield. Note, this will only work on 'humanoid' NPCs who have Dual Wielding animations.
**'''Retarget Any Nearby Melee Target:'''
**'''Retarget Any Nearby Melee Target:'''
{{ClearFloats}}
{{ClearFloats}}
Line 50: Line 48:
=== Ranged Tab ===
=== Ranged Tab ===
[[File:CombatStyle Ranged Editor.png|thumb|right|400px]]
[[File:CombatStyle Ranged Editor.png|thumb|right|400px]]
*'''Accuracy Mult:'''
{{ClearFloats}}
{{ClearFloats}}


=== Close Range Tab ===
=== Close Range Tab ===
[[File:CombatStyle CloseRange Editor.png|thumb|right|400px]]
[[File:CombatStyle CloseRange Editor.png|thumb|right|400px]]
Only one radio may be selected for use.
Only one of these can be active:
*'''Dueling'''
*'''Dueling:'''
**'''Circle Mult:''' How much the actor circles the target instead of staying still.
**'''Circle Mult:''' How much the actor circles the target instead of staying still.
**'''Fallback Mult:''' Chance to back off from the target.
**'''Fallback Mult:''' Chance to back off from the target.
*'''Flanking'''
*'''Flanking:'''
**'''Flank Distance:''' Distance to target when trying to flank.
**'''Flank Distance:''' Distance to target when trying to flank.
**'''Flank Variance:''' Used to vary each time the Actor engages.
**'''Stalk Time:''' Time spent flanking before attacking.
**'''Stalk Time:''' Time spent flanking before attacking.
*'''Charging'''
**'''Charge Distance:''' Distance to target when trying charge.
**'''Throw Max Targets:'''
**'''Throw Probability:''' Used to calculate throwing targets.
**'''Sprint Past Probability:'''
**'''Sideswipe Probability:'''
**'''Disengage Probability:''' Used to calculate disengaging with target.
{{ClearFloats}}
{{ClearFloats}}


=== Long Range Tab ===
=== Long Range Tab ===
[[File:CombatStyle LongRange Editor.png|thumb|right|400px]]
[[File:CombatStyle LongRange Editor.png|thumb|right|400px]]
*'''Strafe Mult:''' How much the actor strafes to dodge [[Projectile]]<nowiki/>s when not in melee range. Causes actors to dodge projectiles even if they haven't noticed the player?
*'''Strafe Mult:''' How much the actor strafes to dodge projectiles when not in melee range. Causes actors to dodge projectiles even if they haven't noticed the player?
*'''Adjust Range Mult:'''
*'''Wait Mult:'''
*'''Crouch Mult:'''
*'''Range Mult:'''
{{ClearFloats}}
{{ClearFloats}}


=== Cover Tab ===
=== Cover Tab ===
[[File:CombatStyle Cover Editor.png|thumb|right|400px]]
[[File:CombatStyle Cover Editor.png|thumb|right|400px]]
*'''Cover Search Distance Mult:''' Multiplier for search distance when looking for cover.
{{ClearFloats}}
{{ClearFloats}}


=== Flight Tab ===
=== Flight Tab ===
[[File:CombatStyle Flight Editor.png|thumb|right|400px]]
[[File:CombatStyle Flight Editor.png|thumb|right|400px]]
*'''Dive Bomb Chance:''' Chance of a pick-up-and-drop attack.
*'''Dive Bomb Chance:''' Chance of a pick-up-and-drop attack (?).
*'''Hover Chance:''' Chance of hovering.
*'''Hover Chance:''' Chance of hovering.
*'''Ground Attack Chance:''' Chance of landing.
*'''Ground Attack Chance:''' Chance of landing.
*'''Perch Attack Chance:''' Chance of landing on a perch [[Furniture]].
*'''Perch Attack Chance:''' Chance of landing on a perch furniture.
*'''Flying Attack Chance:''' Chance of a "drive-by" attack with shout.
*'''Flying Attack Chance:''' Chance of a "drive-by" attack with shout (?).
*'''Hover Time:''' How long the actor hovers.
*'''Hover Time:''' How long the actor hovers.
*'''Ground Attack Time:''' How long the actor stays on ground before flying again.
*'''Ground Attack Time:''' How long the actor stays on ground before flying again.
*'''Perch Attack Time:''' How long the actor stays in perch [[Furniture]] before leaving it.
*'''Perch Attack Time:''' How long the actor stays in perch furniture before leaving it.
{{ClearFloats}}
{{ClearFloats}}


== Notes ==
== Notes ==
*'''''General Tab::Equipment Score Mults:''''' If you have a melee attack that has a small amount of damage, and a spell that do a lot, you have to raise the mult up very high on the melee attack for the [[Actor]] to prefer melee attacks over magic.
*'''''General Tab::Equipment Score Mults:''''' If you have a melee attack that has a small amount of damage, and a spell that do a lot, you have to raise the mult up very high on the melee attack for the [[Actor]] to prefer melee attacks over magic.
*'''Charging:''' Appears to only be used for Deathclaws as part of their projectiles and attacks.


== See Also ==
== See Also ==

Please note that all contributions to the Fallout4 CreationKit Wiki are considered to be released under the Creative Commons Attribution-ShareAlike (see FalloutCK:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)