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About theclawhorn

theclawhorn's Achievements
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Oh wow, I stand corrected once again. I see it is lasers but I imagine it is also possible with bullets. Thanks for sharing.
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Well I've done some more testing and the results are a bit sketchy, at least in my eyes. About 60% of the time it will find the explosion and act accordingly, I have an else clause in my script in case it is unable to find the explosion. I'd like at least a 95% success rate if not 100%. I have no idea why it is acting so weird. Why would it sometimes find an explosion and other times not if an explosion happens every single time? I even tried inserting the search 3 different times just to make sure the explosion is found. The entire script takes place inside of a ScriptEffectStart block.
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Yeah, the above method I mentioned--searching for explosion refs--works well enough. I knew it was possible to do such a thing before asking this question but I was curious if there was an easier/faster and more direct way to acquire the reference.
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Even if I used such a method I'm not sure if I would be able to achieve what I want. I need a reference to the explosion that owns the object effect once it has been applied to an actor so I can do some calculations based on explosion type, angle, and distance within the script itself. I think I'll have to use a search method with FOSE, using GetFirstRef and GetNextRef only searching for explosions.
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When, for example, you have an object effect on an explosion and it is applied to actors who come into contact with it, using GetSelf in the script will return a reference to the affected actor. Is it possible to get a reference to the explosion that applied the effect to the actor?
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Alright. I don't want to do that, but out of curiosity is it possible to alter a bullet's trajectory mid-flight? I *knew* you were going to ask that XD The straight answer = YES The long answer = Works decent on slow-moving projectiles, but would be (most likely) unable to work with super-fast things like bullets ect because the MATH! required in the script wouldn't be able to catch up per frame with whats being altered. I really *really* wouldn't suggest this for bullets, or for multiple projectiles however. Its rather complex to implement, and just as complex for the 'average nexus user's computer' to try to run. :wink: Hahahahaha! :laugh: I always had an idea to implement bullet penetration, at least through actors (walls seems impossible) but it would probably be too intensive. Thanks for the answer.
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Alright. I don't want to do that, but out of curiosity is it possible to alter a bullet's trajectory mid-flight?
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FO3Edit compresses the scripts into a single line and makes it extremely difficult to read. I guess that is my only option though. Well I wish for them to behave like bullets so they have gravity and such and actually have to collide with an actor to do damage to it.
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When I try to open EVE in the GECK it complains about multiple master files. :ohmy:
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Oh wow, that's pretty cool! I'm trying to create moving projectiles though rather than beams, but that seems like it would still be pretty intensive. No idea why mine lags. I think I'm going to try creating it in FO3 first since you have given me permission to use those assets. Much appreciated!
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I changed the model to a bottle cap and it stopped working. So I switched it back to the model it originally was and it still didn't work. I give up. :confused:
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Alright, thanks so much for the help. When the weapon fires multiple projectiles (10) or I use the FireWeapon command multiple times there's terrible lag so I am afraid that my mod idea may not work unless the bad performance is solely due to something on my end.
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Thanks for the reply. The thing is I even tried taking the disable and mark for delete out of the script and it still didn't work. Even with or without a timer before executing the FireWeapon command nothing happens. I think the script is literally just not executing and I have no idea why. EDIT: I decided to see if the Misc. Object I created was to blame. It turns out it was, but I'm not sure why. I tried just duplicating the already existing object "BigPot" as you did and set that as the Placed Impact Object with the same script I wrote applied. It worked! But why in the **** wasn't mine working? Do Misc. Objects HAVE to have a model to be placed? An icon? Weight? If that is the case I think that's extremely stupid as all I want is a dummy object to serve as a marker.
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