SoloManGames Posted May 15, 2009 Share Posted May 15, 2009 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. Link to comment Share on other sites More sharing options...
Deleted1084753User Posted May 15, 2009 Share Posted May 15, 2009 It's hardcoded in the engine and can't be edited unfortunately. Link to comment Share on other sites More sharing options...
WarThug Posted May 15, 2009 Share Posted May 15, 2009 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? Link to comment Share on other sites More sharing options...
SoloManGames Posted May 15, 2009 Author Share Posted May 15, 2009 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 ;) Link to comment Share on other sites More sharing options...
explosivo666 Posted May 15, 2009 Share Posted May 15, 2009 You 'cook' grenades when you both pull the pin and release the handle. Link to comment Share on other sites More sharing options...
BadPenney Posted May 15, 2009 Share Posted May 15, 2009 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 doOncefloat 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 endifEnd ;********************************** 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. Link to comment Share on other sites More sharing options...
Guest Posted May 15, 2009 Share Posted May 15, 2009 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. Link to comment Share on other sites More sharing options...
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