RedxYeti Posted October 8, 2024 Share Posted October 8, 2024 im trying to set every weapon thats equipped by the player to use the mini nuke. Import InstanceData Formlist Property FatmanProjectile Auto Event OnItemEquipped(Form akBaseObject, ObjectReference akReference) if akBaseObject as Weapon InstanceData:Owner thisInstance = Game.GetPlayer().GetInstanceOwner(35) InstanceData:Owner thatInstance = Game.GetPlayer().GetInstanceOwner(34) SetProjectileOverride(thatInstance, FatmanProjectile) SetProjectileOverride(thisInstance, FatmanProjectile) EndIf EndEvent this is what i have right now and it compiles fine and as far as i know should work, but the 10mm pistol still just shoots its normal projectile. (i only did 34 and 35 to see if i was using the wrong hand) do i need to do something else to weapons before calling the SetProjectileOverride? Link to comment Share on other sites More sharing options...
Qrsr Posted October 8, 2024 Share Posted October 8, 2024 Is the 10mm pistol using object modification which also call for SetProjectileOverride ? Link to comment Share on other sites More sharing options...
LarannKiar Posted October 8, 2024 Share Posted October 8, 2024 Try slot 41, that's the equipped weapon's slot. Function SetEquippedWeaponAmmo(Actor akActor, Ammo newAmmo) Weapon akWeapon = akActor.GetEquippedWeapon() If akWeapon InstanceData:Owner akOwner = akActor.GetInstanceOwner(41) ; 41 is the weapon equip slot InstanceData.SetAmmo(akOwner, newAmmo) ; maybe it's SetProjectileOverride EndIf EndFunction Link to comment Share on other sites More sharing options...
RedxYeti Posted October 23, 2024 Author Share Posted October 23, 2024 yes thank you larann! SetProjectileOverride worked with slot 41 sorry for the late reply, even tho i have alerts on for this thread it never sent me an email notification like the old forums did so i assumed just no one replied! Link to comment Share on other sites More sharing options...
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