runningaround Posted February 23, 2009 Share Posted February 23, 2009 http://www.fallout3nexus.com/downloads/file.php?id=4310 I don't care about credit...I just want my bears to bounce around AND damage. Would you help? See link. Link to comment Share on other sites More sharing options...
Callighan Posted February 23, 2009 Share Posted February 23, 2009 First, try setting a longer timer. Next in line, try trigger on impact. But then it wouldn't blow up unless it hit something. If it doesn't work as intended, set the fade duration or speed much higher or lower. Some .nif files do not have appropriate havoc data or nodes which can be countered by setting fade duration or speed. Link to comment Share on other sites More sharing options...
runningaround Posted February 23, 2009 Author Share Posted February 23, 2009 That would work great for explosive teddy bears. I want a bear that acts like it's been fired from a rock-it launcher so you can pick it up after shooting a target. Lobber settings work but they just go through the target. So right now, the bears are on missile settings. Any ideas? Link to comment Share on other sites More sharing options...
Callighan Posted February 23, 2009 Share Posted February 23, 2009 Ah, perhaps its the .nif mesh. Since its not meant to be a projectile in the first place, the mesh may not have clipping data. This is quite probable, since the vertibird hangar static meshes from the enclave base set has no clipping data. I placed that in game and walked straight through without clipping turned off. And those specific meshes were not meant for players to be able to get near to. To ensure whether the teddy bear has adequate clipping, you could enlarge the teddy bear to the size of an npc, place it in game, then see if you walk through it. If you do, it means that the teddy bear has no clipping data. In that case, the easiest solution is to concede for an exploding teddybear. Which is also a good idea in my book. Link to comment Share on other sites More sharing options...
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