Abesh Posted June 29, 2009 Share Posted June 29, 2009 I have a plan for a really neat mod, but I need to figure out some FOSE functions. Namely, I want to figure out a script that takes a look at the weapon you are holding, saves its AnimMult (using GetWeaponAnimMult), then modifies it to be much faster with SetWeaponAnimMult. Afterwards, I want to switch back to the original multiplier by calling the variable saved earlier. However, I can't seem to get the format down. It doesn't even actually have to be AnimMult, any other FOSE function of the same type would do, such as changing the ammo type on the fly or etc. Anyone have any tips? Link to comment Share on other sites More sharing options...
mechine Posted July 1, 2009 Share Posted July 1, 2009 Yeah, get real for one. You don't think that maybe rechambering a weapon in the middle of a fight is kind of god like? Hmmm I really feel like totally distroying this guy, click damage 180 boom endgame I'm not flaming it, it's just obvious. I mean I would be all for a mod that would build into the CRAFT mod the ability to rechamber a weapon, and or it's stats. Also something else it kind of takes away the fact that some weapons are better than others, or that sometimes in the vast detritus of the wasteland we love you just don't have anything but that crappy falling apart jamming each shot duct taped together, it's almost more danger to yourself than the enemys, Rusted to poop, Remington but that's all you got, so you click the hammer an let one off at that buster raider an guess what it spreads 45 degrees and hits a poor tin can that was looking the other way. Hey I know, most of the guns out there are crap, even more so on nexus. Another point it bring up is a lot of the player created weapons are messy I had one that the mesh didnt' have a hammer an the thing caused a crash Then there's the problem of the stats available in your mod may not apply right to player created weapons maybe causing crashes. Then the real time adjustments you make to a weapon you know how will you save them, will it set a active esp like Geck an save it. You could take a poll an see what folks think about the idea. Idk Weapon mod kits was great if it didn't conflict with everything almost And also WMK had messy crappy meshes like the 10mm pistol extended clip just has another clip added on rather than a streched Y vert. You know if you wanted to do something really cool that would get 30,000 downloads it's probably a better version of WMK, not that WMK was bad, I thought it was great But looking at the meshes it was messy, an the thing conflicts somewhat. I'm not trying to shoot you down, just talking Because it will be a lot of work for ya so we should make sure it's what you really wana waste your time doing instead of wasting your time doing something else Which is what we really do anyway Pretty much anything you make is going to have problems some of them are nightmares though huh? Link to comment Share on other sites More sharing options...
Abesh Posted July 1, 2009 Author Share Posted July 1, 2009 Yeah, get real for one. You don't think that maybe rechambering a weapon in the middle of a fight is kind of god like? Hmmm I really feel like totally distroying this guy, click damage 180 boom endgame I'm not flaming it, it's just obvious. I mean I would be all for a mod that would build into the CRAFT mod the ability to rechamber a weapon, and or it's stats. Also something else it kind of takes away the fact that some weapons are better than others, or that sometimes in the vast detritus of the wasteland we love you just don't have anything but that crappy falling apart jamming each shot duct taped together, it's almost more danger to yourself than the enemys, Rusted to poop, Remington but that's all you got, so you click the hammer an let one off at that buster raider an guess what it spreads 45 degrees and hits a poor tin can that was looking the other way. Hey I know, most of the guns out there are crap, even more so on nexus. Another point it bring up is a lot of the player created weapons are messy I had one that the mesh didnt' have a hammer an the thing caused a crash Then there's the problem of the stats available in your mod may not apply right to player created weapons maybe causing crashes. Then the real time adjustments you make to a weapon you know how will you save them, will it set a active esp like Geck an save it. You could take a poll an see what folks think about the idea. Idk Weapon mod kits was great if it didn't conflict with everything almost And also WMK had messy crappy meshes like the 10mm pistol extended clip just has another clip added on rather than a streched Y vert. You know if you wanted to do something really cool that would get 30,000 downloads it's probably a better version of WMK, not that WMK was bad, I thought it was great But looking at the meshes it was messy, an the thing conflicts somewhat. I'm not trying to shoot you down, just talking Because it will be a lot of work for ya so we should make sure it's what you really wana waste your time doing instead of wasting your time doing something else Which is what we really do anyway Pretty much anything you make is going to have problems some of them are nightmares though huh? Too bad it has utterly nothing to do with anything you're suggesting, and has nothing to do with weapon modding in and of itself. Link to comment Share on other sites More sharing options...
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