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Catch Thrown Weapons?


Hedlum

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Would it be possible to make a mod where if you're agility is high enough or such, you can select a perk where your character has a chance to catch any weapon thown at him/her, allowing you to then throw it back?

Kinda-ish. You can reduce damage to the lowest value possible, via a script and any weapon that's part of a formlist you make. You could also play a animation that would look like catching something (I'm sure there's something in there). You could also instantly equip the same type of weapon as was thrown at you via the script.

 

But....you can't reduce a weapons damage to 0 without changing the game setting and I don't know how you could make the animation "sync" up with a weapon thrown from any angle.

 

Maybe someone else has a better way of accomplishing this?

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If you just wanted it to be added to the player's inventory, that'd be fine - as I said, just a script thing.

I know how I'd do it, but I'm curious how you would go about the script brother (in case you have a more elegant approach).

 

If you wanted a catching animation... well, I know not of any animators left on the Nexus. If you can find one, good luck!

Nah, no need for a new animation, just about any throwing animation reversed would work fine.

 

 

i would be very skeptical of an animation being possible, it has a cool ninja aspect to it, but where this would really shine is the ability to throw grenades back at people

Nah, animation is easy (simple playgroup), orientation is where I'm jammed up up. One could use the trigonometric functions to determine it, but that's messy, above my pay grade, and very, very little of trig still resides in my noggin.

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Nah, animation is easy (simple playgroup), orientation is where I'm jammed up up. One could use the trigonometric functions to determine it, but that's messy, above my pay grade, and very, very little of trig still resides in my noggin.

 

 

I don't think you can play a reverse throwing animation as AnimGroup without replacing some existing asset (at least not for now, hope in the next future), but still you could prolly force a modified Special Idle

Not sure how you would handle the script itself, but if you get the ref who shot you you could use some GetHeadingAngle maybe, without getting too far with trigonometry

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I don't think you can play a reverse throwing animation as AnimGroup without replacing some existing asset (at least not for now, hope in the next future), but still you could prolly force a modified Special Idle

Not sure how you would handle the script itself, but if you get the ref who shot you you could use some GetHeadingAngle maybe, without getting too far with trigonometry

Oh yeah I was figuring it would be a special idle.

 

getHeadingAngle is a good idea, disablePlayerControls & play a fastLeft or fastRight with a series of setAngle (so it's not a single choppy turn) to teh correct orientation before the "catch". I don't know, seems like it would be possible, but the timing would be pretty tough to catch it and still have the animation play before a missile hits (unless it's just a single setAngle, which would be less than ideal). Plus that would be a moment that the player wouldn't have full control of the character, and I could see that being problematic to some peeps.

 

Thanks for the suggestion Fallout2am, but I think this one is still above my pay grade, and or free time that I have available. Maybe someone else will have a better solution.

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getHeadingAngle is a good idea, disablePlayerControls & play a fastLeft or fastRight with a series of setAngle (so it's not a single choppy turn) to teh correct orientation before the "catch". I don't know, seems like it would be possible, but the timing would be pretty tough to catch it and still have the animation play before a missile hits (unless it's just a single setAngle, which would be less than ideal). Plus that would be a moment that the player wouldn't have full control of the character, and I could see that being problematic to some peeps.

 

Thanks for the suggestion Fallout2am, but I think this one is still above my pay grade, and or free time that I have available. Maybe someone else will have a better solution.

 

For the control of the character, there could be a way to allow it, if the chosen path is something involving only a good animation, I guess it could even not require to disable the player.

It's an interesting feature, not easy to be handled but definetely interesting. If you change your mind and want to give a try, PM me please, I have something that maybe could be useful for the script.

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