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Heh Me + SuperHelpfulPosters == SuccessfulTIMER Yeah I am basically saying that my timer actually works now Script Short startIt ;to make the timer start and stop Float timer ;the timer Begin onFire Ref.moveto playerref Set startIt to 1 Set timer to 0 End Begin gamemode If startit == 1 Set timer to timer + GetSecondsPassed If timer >= 2 Ref.moveto xmarkerref Set startit to 0 Endif Endif End Thanks >= Lots
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Using fomod so I think archive invalidation is automatically used so do you mean toggle it off? The grenade I am having trouble with is a duplicate of a plasma grenade. Wondering if there is any chance fo3edit might be able to change the properties of the projectile? I will test it out and report back if successful. Feel a little stupid putting so much effort into increasing the timer of a grenade, all this for a couple more seconds...
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No timer script just regular geck grenade, that is the issue, I have just made a new grenade projectile and no matter what value I put into the timer box under the explosion section it just explodes at the same time every time. I wanted at least an 8 second timer but it looks like I will just have to settle for the default 2.5 seconds. It is not a mod breaking problem I just thought it was some weird issue with the geck that might have a work around. Note, I am testing this with other mods included (fallout wanderers edition) so that may be influencing the outcome somehow?
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From your post: "So, you are saying the "PlayerRef.getangle z" function is returning the "elevation"?" Answer: Only in that last line of script you provided, in the rest of the script it worked as intended. As for the rest of your explanation does that mean if the moveto script fails one time because of the player and moveto ref being in diiferent cells or "borders" that the script will fail to run ever again in vanilla non fose fallout nv? If that is the case then maybe I should just use the moveto player after all with no getangle z. This would move the summoned actor to the players exact position thus preventing the error of different cells happening, right? It's a shame though as the getangle z script works so well...
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This script compiles fine but it does not moveto in game after the 2 seconds timer expires. Is there something wrong with my timer or does begin Onfire not work with timers or is it something else? Float timer Begin onfire Set timer to timer + GetSecondsPassed Actorref.MoveTo playerref If timer >= 2 Actorref.MoveTo xmarkerref Set timer to 0 Endif End
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In your original example Summonedactorref.moveto PlayerRef fOffsetX fOffsetY fPlayerFacingZ The summondactorref appeared at various heights as it calculated the players facing angle, then entered that value as the third value in the moveto function (the z value in moveto that is moveto x y z) In my script to try and stop the summoned actor from appearing inside the landscape I used 10 as the last z value but it was working fine without any value entered. As for the moveto not working if the player is in a different cell. This would make the script fail if used on the border of a cell in an outdoor area right? That should not be too much of an issue as the script is being used with a weapon and the intention is to make the weapon slightly unpredictable, also I am trying my best to get the summoned actor as close as possible to the player without "bumping" them which should hopefully reduce the possibility of this occuring. Thanks for the information though as it will make testing easier. Thanks again for all your help, there is no way I would have been able to do that script without it.
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The script works, just needed a a few tweaks to get it doing what I wanted thank you, very appreciated! If you want to make a wiki entry: This script can move a reference to right in front of wherever the player is facing (make sure to read the moveto function wiki entry first) Scriptname moveinfrontscript Begin onequip ;your choice int iDistance float fOffsetX float fOffsetY float fPlayerFacingZ set iDistance to 70 ; or some desired <integer_value> in "game units" set fPlayerFacingZ to PlayerRef.getangle z set fOffsetX to iDistance * sin fPlayerFacingZ set fOffsetY to iDistance * cos fPlayerFacingZ SummonedRef.moveto PlayerRef fOffsetX fOffsetY ;you can put another value here if you want the ref to appear from above and drop down or if you find the moveto ref is getting stuck inside landscape or objects end
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So my script would look like PlayerRef.getangle z And then uh um use x = distance * sin (angle) y = distance * cos (angle) And add these results to Summonedactorref.moveto playerref But how exactly do i use these formulas? Pretend you are trying to explain it to an idiot, who doesn't know what those formulas mean, at all...just for laughs... It looks like this is possible though, cool. Oh don't worry about the rotation 180 I actually want the moveto actor to be facing the same direction as the player.
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I have tried switching on/off ai, changing factions, changing them to a ghost nothing has worked. The ambush ai package has been the only thing that has come close but only because it cuts out combat as the moveto actor does not engage anything. Then when I checked off the option to ambush a target, object any and then seleceted npc as the object to target the game crashes. From what I can tell the ambush package needs to be used in a specific location to work. I think the moveto function and ambush package do not work together. Oh well, I thought someone might have the answer, I will try and work around the issue somehow. Thanks for the info.