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Ricochetting projectiles


Jesterv01

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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

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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 !

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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.
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i beleive you can just use the base of this thing here ---> "WEAPfraggrenade" find the projectile and mod it

to your specs, i did it to make the nade a bit longer to explode so yea, it kinda bounce around a bit :)

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