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Twstdsyzygy

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About Twstdsyzygy

  1. I will Try that Right now, I dont really want it to kill them all the time, but Critical sounds good. hopefully it wont happen too often.
  2. its torrent, I wish it wasnt but, it wasnt my fault that Amazon likes to screw me over. XD It's not the game publisher's fault either, and problems with Amazon don't excuse theft. Pirates walk the plank here.
  3. im not running the script extender because i cant update, Amazon sent me the xbox collectors instead of PC, and i couldnt send it back, because they were out. .....i had to download it. and it wont let me update.
  4. if you didnt change anything from what i posted Earlier, then yes i tried it. Dont you think that should work? I tried it and it didnt... i dont know what the problem is.
  5. yeah i want it to be an effect like you see in some movies when they get shot with a shotgun up close they fly back. Not necessarily killing them. and im using this all on a 6 Gauge Shotgun, Thats a big one... XD. the only thing that should be left alive after something like that is maybe a deathclaw if he got lucky. But i want things if they do get hit to fly back. if they are close enough.
  6. Ive tried two different ways of doing it. Making it an ammo effect, and making it a weapon effect, both to no surmountable outcome.... here is the script i used. scn TwstdShotgunKnockdownScript ref MySelf ref MyTarget Begin ScriptEffectStart set MyTarget to GetCombatTarget If MyTarget GetDistance Player <= 10 set MySelf to GetSelf player.pushactoraway MySelf 25 Else EndIf endif End its not working as i would like it too. Its simply not doing anything. Like i can stand right next to the person and shoot them. And nothing happens. I tried in Increments...stepping back. Nothing. Any ideas? Im going to try it as an explosion... i think. Ill let you know how that goes. I had an idea for your force mod, lol. Did you think about making Force push a Vats attack for some of the melee weapons? idk If you could do a light saber... But it was just a thought. XD
  7. Thanks so much, Im sure this will help a lot, Im new scripting, ive done modeling, for Crysis, and world editing, but The Geck...it has a steep learning curve. Thanks again. Ill ask if i have questions.
  8. So this is for adding something if the player doesnt have it? Would you be able to do that same on target, such as Target.additem? How did you make the weapon or "Forcepushgun" Push the target? If you dont feel like pasting, could you post a link to your mod? and ill pick apart your scripts to learn what i can. This is really just a personal weapon, but if i do post it for the community ill be sure to give credit to you.
  9. Hi, Its my first post here and First time trying much in the Construction set. Here is my script scn TwstdSgKnockdownEffectScript ; - Twstd Short Chance Ref Target Begin ScriptEffectStart Set Target to GetSelf If Target GetDistance Player <= 5 Player.PushActorAway Target 15 Endif Endif End Now I was wondering if this would work or if there is a better way to do this, What i want if you cant tell is if the Target is hit and is close enough to you It blows back the Target a moderate distance, As they were shot by a shotgun in the chest. Ive spent time comparing the Mauler effect script to no avail and was just wanting some help. Second Idea/Problem I want to make an explosive Spear, Ive figured out how to get it to Explode after it impact, like a dynamite stick just by checking the explosion with timer boxes and setting it to 1.5 But my problem is that when i throw it and miss someone it works Fine but when i hit someone there is no explosion Ive changed the projectile type to Lobber, But i want it to still have the ability to pin, So ive come up with a Solution. I would Keep the projectile file the same but change the ammo file's "On Impact" Script, so it looks like this. But Spears DONT USE AMMO! GAH! So i have to make it a object effect script That looks like this. I guess. scn TwstdSpearScript short doOnce float timer ;********************************** Begin ScriptEffectStart if ( doOnce == 0 ) set timer to 1.5 set doOnce to 1 endif End ;********************************** Begin gameMode if (doOnce == 1) if (timer <= 0) PlaceAtMe NVDynamiteExplosion set doOnce to 2 else set timer to (timer - GetSecondsPassed) endif endif End I'm having problems attaching it to the object effect slot of the Weapon, When i try to add the "Base Effect (that is associated to the Script)" to the Object Effect It doesn't let me when the Type is "Weapon" The Dialog box Says Quote: "The Effect 'Twstd Exp Spear Effect' Is invalid. Press OK to edit, or CANCEL to delete." And here is the issue. Without the Type being "Weapon" I cant attach it to the Weapon File as the effect, it simply doesn't show up In any of the drop down boxes. Any help With be greatly appreciated Thanks in Advance. Twstd
  10. im watching this post because if there is. Im getting it!
  11. Sorry I found that i should post it in Troubleshooting, it seems more of a proper place. Here is the link if youd like to help.
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