BadPenney Posted July 9, 2009 Share Posted July 9, 2009 I should not suggest a script without actually testing it in game. My apologies for wasting your time. After looking at the properties of frag mines I could see a minimum and maximum range attached to them: 500 min and 2000 max. So I changed the range in the warning script to the minimum 500 range and now it seems to work for me in the game. It plays the sound when I reach the 500 range, resets when I back off, and plays again when entering the 500 hundred range. The distance is a little farther than I had wanted, but the mine was still clearly visible when the sound played as long as the mine was placed in an area clear of visual obstructions. Please give this a try and see if it works for you as well. scn MineWarningSCRIPT ref myselfshort warning Begin GameMode set myself to GetSelf if (player.GetDistance myself <= 500) && (warning == 0)PlaySound QSTToneSequenceFailset warning to 1endif if (player.GetDistance myself > 500) && (warning == 1)set warning to 0endifend Apparently the distance of 50 was just too short. I am really unsure what units are being used for distance in FO3. They are far too short for meters or feet, so they must be peculiar to this game. Anyway, I hope the above altered script will work for you as well. Link to comment Share on other sites More sharing options...
Desolatesins Posted July 9, 2009 Share Posted July 9, 2009 Penny thus units are shorter, but to help you get an idea 1 yard is 64 units and 1 meter is 70 units, hope that helps Link to comment Share on other sites More sharing options...
Desolatesins Posted July 9, 2009 Share Posted July 9, 2009 it seems your script does work, but only for the frag mine itself, not a pre placed one that is armed and hostile to the player. I copied a mine that was in a raider camp, already armed and placed it in megaton, and the script did not work. Does this have anything to do that those mines are ID'd MineFragProjectile and uses the WeapMineFrag as a default weapon? Link to comment Share on other sites More sharing options...
BadPenney Posted July 10, 2009 Share Posted July 10, 2009 Yes, you are right. I used it on a unique mine successfully, but the script does not work when attached to default mines. Maybe it won't work on multiple objects. I'm at a loss at this point. Link to comment Share on other sites More sharing options...
HellFireXS Posted July 11, 2009 Author Share Posted July 11, 2009 Thank you for trying, both of you :) Link to comment Share on other sites More sharing options...
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