KillActor
From GECK
(Redirected from Kill)
Link to TES4 Construction Set Wiki: Kill.
A function included in the GECK for Fallout 3.
Contents
Description
KillActor kills the calling actor and takes three optional parameters to set who killed it, which limb to dismember, and the cause of death. See GetCauseofDeath for death values.
Syntax
Actor.KillActor Killer:ref DismemberLimb:int CauseOfDeath:int
Or:
Actor.Kill Killer:ref DismemberLimb:int CauseOfDeath:int
Notes
- Use some dummy NPC (e.g. CG01DadREF) for the Killer parameter if you don't care who killed them and just want to use the other optional parameters. (Do NOT use player since that will cause "limb crippled" messages to be displayed.)
- When a Body Part is dismembered, all Severable/Explodable body parts that share its assigned ActorValue will also be dismembered.
- If a body part is not checked as Explodable, neither it nor any body parts that share its ActorValue will explode when dismembered.
- Dismember body part Locations:
- 0 - Torso
- 1 - Head1
- 2 - Head2
- 3 - LeftArm1
- 4 - LeftArm2
- 5 - RightArm1
- 6 - RightArm2
- 7 - LeftLeg1
- 8 - LeftLeg2
- 9 - LeftLeg3
- 10 - RightLeg1
- 11 - RightLeg2
- 12 - RightLeg3
- 13 - Brain
- 14 - Weapon
- Actors under the effect of SetScale may remain unaffected by KillActor. This is because at a certain small scale, actors are considered as children, which are protected.
- KillActor can be called on dead actors to dismember limbs
- If this function is used on an actor not in the same cell as the player, all their items will be unequipped. Use EquipItem, EquipItem2, or EquipItemAlt to requip each item.
- Essential actors will be made "unconscious" (in a temporary "dead" state).