Jesterv01 Posted February 8, 2009 Share Posted February 8, 2009 Calling Geck experts! I'm trying to make a grenade launcher that launches grenades that can bounce. In the Geck it's easy to produce umpteen missile projectile varients that arc nicely and explode on contact. But the only way that I've managed to get them to bounce and then explode (timed explosion) is to change the weapon to use a form list ammo type, like the Rock-it launcher does. This means it doesn't reload properly. Changing the projectile type from missile to lobbed just makes it sit in the air after being fired. So - is there any other way to get a projectile to bounce other than making the weapon like the Rock-it launcher? Many thanks! Jester Link to comment Share on other sites More sharing options...
Cotes Posted February 8, 2009 Share Posted February 8, 2009 Try looking into Miss Launcher, the unique Missile Launcher you can find in the Outcast base. Link to comment Share on other sites More sharing options...
Mugumaster Posted February 8, 2009 Share Posted February 8, 2009 I think it has something to do with the NIF file of the Projectile. Ive looked into GECK and found no script etc. The Projectile was set to Lobber with nothing else, that means it should stay in midair without moving. But since it doesnt, i think its the NIF file you have to look at ;) Edit: Ok im looking at the 2 different NIF files of the Missile Projectile and i think its really that....The "Lobber" Projectile has an entry "bhkCollisionObject" and the root of it is a "BSFadeNode" while the normal Missile Projectile has a root "NiNode" and just "NiTriStips" Datas without any Havoc or Collission entry.. But im not really a pro at NifSkope..... cant help you further then that ! Link to comment Share on other sites More sharing options...
Mugumaster Posted February 9, 2009 Share Posted February 9, 2009 bump im curious if someone found a solution :) Link to comment Share on other sites More sharing options...
SpeedyB64 Posted February 9, 2009 Share Posted February 9, 2009 It sounds like the collision theory is the right one. If a model has no collision object it will float in mid air and not do anything. You need to add collision to the object in order for it to interact with the game world. Link to comment Share on other sites More sharing options...
zip2k4 Posted February 9, 2009 Share Posted February 9, 2009 i beleive you can just use the base of this thing here ---> "WEAPfraggrenade" find the projectile and mod itto your specs, i did it to make the nade a bit longer to explode so yea, it kinda bounce around a bit :) Link to comment Share on other sites More sharing options...
Alceister Posted February 9, 2009 Share Posted February 9, 2009 We need a bouncing plasma gun. Link to comment Share on other sites More sharing options...
zip2k4 Posted February 10, 2009 Share Posted February 10, 2009 oh woops ahaha lol sorry i guess u can make the nade as a base then just use ur FOMM to extract the bsa and use the proper mesh n tex for the projectile? :3 Link to comment Share on other sites More sharing options...
Jesterv01 Posted February 13, 2009 Author Share Posted February 13, 2009 Got it working - I think it is the collision mesh. Bouncy bouncy automatic grenade fun will be arriving shortly... Link to comment Share on other sites More sharing options...
tenb1 Posted February 13, 2009 Share Posted February 13, 2009 I was working on richocet on my Ion Pulse Rifle mod as well, but was planning that for a later date, let me know how things go eh? that way I have one less thing to sweat blood over ;) by check it out and see if there is anything you could use too! http://www.fallout3nexus.com/downloads/file.php?id=3828 Good luck! Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.