hereami Posted March 7, 2024 Share Posted March 7, 2024 Is it buggy nif or what? When summoned by the beacon it may just flicker somewhere in the sky and vanish, does so likely 80-90% of times in overall, although there may be several consecutive successful "launches". I don't get how it works either way Phantom weapon fires a projectile from a ref and it flies towards (!) the ref (practically, weapon itself) from nowhere, possibly hitting obstacles on the way down (beacon scenario, MS02NukeMissileFar.Fire(objSelf)), while if same launcher weapon is used by player, then it fires normally. Link to comment Share on other sites More sharing options...
SKKmods Posted March 8, 2024 Share Posted March 8, 2024 I reused that system to launch Fallout 76 Nukes at the Commonwealth with a spawned target marker and it works fine. Place function: ObjectReference ThisNuke = NukeMarker.PlaceAtMe(pSKK_476NukeMissileTarget, 1, false, false) Utility.Wait(5) ThisNuke.Disable() ThisNuke.Delete() Script attached to SKK_476NukeMissileTarget: Scriptname SKK_476NukeMissileTargetScript extends ObjectReference Const Weapon Property pMS02NukeMissileFar Auto Const Mandatory Event OnLoad() Self.SetActorCause(Game.GetPlayer()) Self.SetActorRefOwner(game.GetPlayer()) ObjectReference objSelf = self as ObjectReference ; more consistent with this cast than just using self Self.SetAngle(0.0, 0.0, self.GetAngleZ()) pMS02NukeMissileFar.Fire(objSelf) utility.Wait(5.0) Self.Delete() EndEvent Link to comment Share on other sites More sharing options...
hereami Posted March 8, 2024 Author Share Posted March 8, 2024 7 hours ago, SKKmods said: to launch Fallout 76 Nukes Nice . Well, maybe that's unfortunate ps4 specific then. Something wrong with already fired rocket projectile rendering, because it can be noticed to vanish in midair. There's nothing that prevents "launch" itself. Link to comment Share on other sites More sharing options...
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