Salmanius Posted May 3, 2009 Share Posted May 3, 2009 I was looking into making a creating a weapon through the GECK that could allow me to shoot some, and on impact put a live grenade into their pocket that would blow them apart several seconds later. I realize i could just blow them apart with a very concussive or explosive weapon, but i am looking to make them explode after a short delay kinda simulating it stuck a explosive bullet/dart/etc in them. After a little snooping around the GECK, I realized it may be possible with adding a script to the weapon, yet i dont know where to get/find it. If anyone knows the script, where to get it, or an easier way to achieve my goal i would greatly appreciate it. :thanks: Link to comment Share on other sites More sharing options...
Salmanius Posted May 8, 2009 Author Share Posted May 8, 2009 Really no one knows how? I find that hard to believe. :verymad: Link to comment Share on other sites More sharing options...
Cipscis Posted May 8, 2009 Share Posted May 8, 2009 The code that allows you to place "live" mines and grenades into the inventories of NPCs is hard-coded, and doesn't use a script. Cipscis Link to comment Share on other sites More sharing options...
Salmanius Posted May 9, 2009 Author Share Posted May 9, 2009 So what I'm trying to do is impossible? If so, is there a way to stick a projectile to an enemy to explode seconds later? Link to comment Share on other sites More sharing options...
UncleRoe Posted May 12, 2009 Share Posted May 12, 2009 i don't think so. closest thing i've come to seeing anything like this would be a mine gun on nexus files. it shoots multiple mines but none stick to npcs. i like what your talkin bout though. reminds me of a cool resident evil gun i used to have.. was a mine rifle lol.. would stick to the enemy for about 2 seconds before exploding. Link to comment Share on other sites More sharing options...
Jenz Posted May 12, 2009 Share Posted May 12, 2009 I am not to good at scripting but wouldn't something like Begin OnHit (this option still exists I think) and target.additem Ammunition of your choice? Link to comment Share on other sites More sharing options...
Cipscis Posted May 13, 2009 Share Posted May 13, 2009 An OnHit block will only trigger when an actor is hit if it is in the script attached to the actor, so this approach won't work. AddItem alone also wouldn't work, as adding ammunition to an actor does nothing other than give them more ammunition, which is not what is desired here. Having a projectile stick to an actor might be possible as of the latest version of the GECK. In v1.5 of the GECK, the option exists to give an explosion a "Placed Impact Object", which is an object that appears at the location of an explosion. With this, you should be able to create an ammunition with an invisible explosion that, when it explodes, replaces itself with another object that is scripted to stick to whatever it hits, and explode after a certain amount of time. In order to do this, you'll want to use something along the lines of this - Forced Relative Orientation. The idea being that you use an OnTriggerEnter block that gets the RefID of the first reference to enter the object's trigger zone, and then use the principles in that forced relative orientation script to stick your reference to whatever it hit. It won't look perfect by any means, but if the timer is only short then it shouldn't be a problem. In order to make it explode after a certain amount of time, the easiest way would probably be to give the object some destruction data, and make it deal itself enough damage that it will be destroyed after a short amount of time. Cipscis Link to comment Share on other sites More sharing options...
Salmanius Posted May 16, 2009 Author Share Posted May 16, 2009 Thanks for the reply Cipscis, but i think thats a bit out of my league. I my try eventually, but i doubt i could ever get it working. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.