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theclawhorn

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  1. Oh wow, I stand corrected once again. I see it is lasers but I imagine it is also possible with bullets. Thanks for sharing.
  2. 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.
  3. 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.
  4. 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.
  5. 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?
  6. 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.
  7. Alright. I don't want to do that, but out of curiosity is it possible to alter a bullet's trajectory mid-flight?
  8. 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.
  9. 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!
  10. 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:
  11. 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.
  12. 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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