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DeHackEd Capabilities


phoo

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Hello, I'm throwing this out here because I would like to better understand what's possible with DeHackEd (and other similar vanilla-compatible approaches if there are any).

I'm a bit familiar with DeHackEd; changing some properties of things, strings, other values, etc. It doesn't seem like it's possible to do the following, but I'd appreciate some input.

I'd like to know if it's possible to decrease or increase current ammo based on condition(s) and force some sort of event to take place based on the value of the current ammo of a certain type? This seems like it would be outside of the scope of DeHackEd, but again, I'm also not very familiar with it. 

I'm looking for a hacky solution to implement a different type of 'resource' that needs to be managed and wanted to see if it could be built off of ammo.

Edited by phoo

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Unfortunately the only thing you can do with ammo is the before and after value of a backpack. No specialty values. 

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1 hour ago, phoo said:

Hello, I'm throwing this out here because I would like to better understand what's possible with DeHackEd (and other similar vanilla-compatible approaches if there are any).

I'm a bit familiar with DeHackEd; changing some properties of things, strings, other values, etc. It doesn't seem like it's possible to do the following, but I'd appreciate some input.

I'd like to know if it's possible to decrease or increase current ammo based on condition(s) and force some sort of event to take place based on the value of the current ammo of a certain type? This seems like it would be outside of the scope of DeHackEd, but again, I'm also not very familiar with it. 

I'm looking for a hacky solution to implement a different type of 'resource' that needs to be managed and wanted to see if it could be built off of ammo.

 

This is well beyond the bounds of traditional Dehacked at @Btyb88 says. You have to remember what Dehacked is. You are tweaking hard-coded, pre-existing values. Tweaking can make what looks to be new behaviour, but is really just clever manipulation of existing behaviour and values. You cannot create truly new behaviour or game logic. It is not a scripting system.

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