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DDProductions83

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Everything posted by DDProductions83

  1. Ya I'm still not exactly sure wtf is going on lol, refcol while loop would have framerate stutter IE each mine would go off at a diff frame at the least, prob .1 sec apart or so, each mine waiting for a animation would run in parralell and they would all go off at once. I think the staggered would be a cooler effect imo :P
  2. Err you still need a script, you prob need more scripts but the functionality would be better. Not 100% on what you are doing exactly but ya check refcollections You can just make the mines ininit add to the refcol, and on disable remove from the ref col. Then on your animation check for whatever your detonator is run a timer on the refcol alias at 0, 0 so it goes instantly, then a ontimer function on the ref col 'should' work per item, not 100% on that one. you might have to run a self.getat(1) etc for the ref col array and get distance to player, if distance is <= whatever, self.placeatme(explosion) self.disable() self.removefromrefcol or whatever the line is. That should get you on your way at least.
  3. http://www.nexusmods.com/fallout4/mods/10957/? For reference since you wanna do what I did :P Your condition needs to run on subject, I noticed when I made health regen perks they worked during combat so not sure if that's a thing to worry about. Conditions will NOT work on the perk area in regards to spells, conditions are best on the spell tab like you are trying or in the magic effect tab. Conditions will work fine in regards to entry points.
  4. Ok question, you are throwing mines, then having a remote detonator? Why not run a oninit on the mines to add to a refcol on a quest, and when you get the animation event to detonate run a 0,0 timer on the quest which 'should' run on each individual and then do a get distance to playerref, and if < whatever, BOOOM BABY Just sayin, could probably rig it up in no time and then it stores all the mines you've thrown always so you can detonate mines you placed days ago or some s#*&#33; if you are within range
  5. Correction if you made it a nitransform controller and gave it specific gamebryo animation names you could do it my bad, ton of work though but possible
  6. You cannot control it other than inside the nif, so no controlling it via scripts unfortuantly
  7. Hell my stupid pylon took 4 days for me 2 for bleu and a couple hours for dogtooth to help with and it still aitn done rofl THAT'S ONE BLOODY PYLON EVENT PEOPLE!!! Ok it's a little more complicated, but good s#*&#33; takes time and we didnt get the CK till hella late, gg bethesda
  8. It's tied to a default object which means it's probably tied to a keyword where we cannot see it, probably the MA pa helmet or the dn pa helmet ones, try attaching those.
  9. .. Meh, I'll take a look if I remember, I removed the effects before and I was pretty sure it was working, if you have a mod later on the line that modifies stimpaks it could restore it
  10. there is a quest, and the pylons are a minigame type of defend the structure as it warps in, it will have 10+ diff defense settings, and when it warps in it will spawn from a variety of diff ways to help you clear out the last of the bad guys. That was a alpha full functionality test :smile: After successfully warping it in you cna scale it, store it, use it to spawn settlers and resources, use it to upgrade or degrade build limit, and use it to activate my entire AIO build menu at that settlement Another question I've been wondering the more I saw your progression on the mod. From the first screenshots and video's, I thought it was a mod mainly focused on elements from Borderlands. (Explaining the name) When you started adding the screenshots from the pylons, I was kinda confused until finding out it was from Starcraft. Thus my question, does this mod combine them? Or are they like two different 'sections'? I'm not sure exactly how to ask my question, haha. Maybe you'll understand what I mean though?... It's just a grab bag of fun
  11. The chance of my mod doing it is almost nil, the only variable that gets messed with is adding a keyword via script to the workstation upgraded. It seems cell reset is keen on anything in the build-able area having a respawn flag. I have tested my mod and spent a week outside the cells whose workshops were affected then came back, 0 issues
  12. ANYTHING BY ME BRO!!!! Actually, you will prob be up for removing all of mine and replacing them with just one in a few weeks O.o :)
  13. there is a quest, and the pylons are a minigame type of defend the structure as it warps in, it will have 10+ diff defense settings, and when it warps in it will spawn from a variety of diff ways to help you clear out the last of the bad guys. That was a alpha full functionality test :smile: After successfully warping it in you cna scale it, store it, use it to spawn settlers and resources, use it to upgrade or degrade build limit, and use it to activate my entire AIO build menu at that settlement
  14. That's not what I was expecting at all. What were you expecting?
  15. That's on the agenda for today, and if I got time later next week, assaultrons with psi blades
  16. Alright touché. They will still piss me of but valid stance taken
  17. It's still illegal. Also that's why the title is can we get a rule. There isn't one hence why I haven't chain reported these people when I see them. But there should be one He is also saying it's going to be taken down so download fast. That's promotion and acceptance NEXT!
  18. Seeing as my recent forray into unwritten rules..... CAN WE FOR THE LOVE OF GOD START BANNING THESE STUPID PEOPLE? http://i.imgur.com/wMKBiY8.jpgFor the love of all that is holy, everytime somebody steals s*** there are people like this, sometimes in droves. I may be wrong, but I'm pretty sure they aint getting banned for promoting IP theft, BUT DONT TALK ABOUT *censored* *Censored* *censored* fight club. Ya, those guys make me furious. I would love to hear a argument on the "Don't ban them" side for reals Also if you say report them, ya I'm gonna start, but how about when you remove a mod for theft you scan the comments, because 10-1 odds at minimum one of these guys will have shown their face.
  19. IMA GONNA WIN!!!! If there's enough starcraft players modding their fallout.... where my koreans at?
  20. ... you see that as a grief your game mod????? So borderlands griefed the game initially lol, plus it's fully customizable with size etc and can remove it, I had a metric shitton of fun playing with it and even making it despite the intensive time input, thanks for a pete hines moment though bro.
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