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Live Frag Grenade / Pant Exploding


SoloManGames

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If you've ever pant exploded someone by reverse pickpocketing them and giving them a frag grenade or frag mine, you'll notice that the item becomes "Live Frag Grenade" or "Live Frag Mine" in the NPCs inventory. Does anyone know how this works? I can't seem to find the script if any and can't find any item called "Live Frag Grenade" or "Live Frag Mine". Moreover, how can I trigger this same behavior using other custom explosives? I'm hoping this isn't hard-coded.
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you know this gives me an idea, isn't it weird how you can pull the pin off a grenade and just hold it for the rest of eternity without it ever exploding?
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Yeah, I've thought about making a 'grenade cooking' mod so that you can time the explosion or have it explode in your hand. I have a few ideas on how to make this work.. I'll let you know how it goes ;)
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If you've ever pant exploded someone by reverse pickpocketing them and giving them a frag grenade or frag mine, you'll notice that the item becomes "Live Frag Grenade" or "Live Frag Mine" in the NPCs inventory. Does anyone know how this works? I can't seem to find the script if any and can't find any item called "Live Frag Grenade" or "Live Frag Mine". Moreover, how can I trigger this same behavior using other custom explosives? I'm hoping this isn't hard-coded.

I scripted that sort of behavior by accident not long ago. I made a satchel charge/fatman small nuke explosive that was timed to go off 10 seconds after it was removed from inventory. Then I put it in a safe with the GECK. When my character went into the game and removed the charge from the safe, it blew him up 10 seconds later. I guess that remove from inventory means ANY inventory. I could hold it in my chars inventory safely only if the charge was left lying about in the world to pick up, or ( as I ended up doing for a quest ) have an NPC "give" it to the player in dialogue and added a result script for the line of dialogue "player.additem satchelcharge 1". That way the player can carry it forever safely until he drops it from inventory. One use only. Drop and run. Volatile, you might say.

 

It would probably blow up if reverse pickpocketed to an NPC, though it probably wouldn't trigger the "panic grenade in pants" idle for them.

 

Here is the relevent portion of the script, in case you are interested:

 

scn SatchelChargeSCRIPT

 

short doOnce

float timer

 

;**********************************

 

Begin onDrop

 

if ( doOnce == 0 )

set timer to 10

set doOnce to 1

endif

 

End

 

;**********************************

 

Begin gameMode

 

if (doOnce == 1)

if (timer <= 0)

PlaceAtMe FatManNukeExplosion

set doOnce to 2

else

set timer to (timer - GetSecondsPassed)

endif

endif

End

 

;**********************************

 

You should be able to make it make it a throwable weapon as well, as long as you can add an object script to whatever you use.

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Doesn't the Explosive Entry mod do something like what you want? You could prolly load it up in geck and check to see how it works, may need to ask the mod author though.
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