EssGeeDee Posted October 24, 2009 Author Share Posted October 24, 2009 Yeah, that looks way better! Just keep working on it, you won't be able to do expert work on your first try. Mhmm. Once it's in a reasonable state, I'll need someone to help me texture. I just can't figure that stuff out. Ok, now I need to know how to make a hollow cylinder with thick edges, like a gun barrel or something. Once I know how to do that, I'll add the flash hider/compensator, and a proper, decent reflex scope. EDIT: Never mind, I figured that part out. Now I need to know, is there a way to make the limb that I hit explode every time I get a critical with this weapon? Link to comment Share on other sites More sharing options...
EssGeeDee Posted October 26, 2009 Author Share Posted October 26, 2009 I've released version 0.5 of this mod here: Defender .600cal if anyone is interested. Link to comment Share on other sites More sharing options...
5ivexxxxx Posted October 26, 2009 Share Posted October 26, 2009 Hey, thanks for the credit! It'd be really cool to see this mod improve. The community needs more skilled modders. Practice makes perfect, so remember that. So, good luck! Oh, and does it use a new projectile, or a vanilla one? Because with a custom projectile you could increase the Impact Force, causing enemies to fly backwards on death. Link to comment Share on other sites More sharing options...
EssGeeDee Posted October 26, 2009 Author Share Posted October 26, 2009 Hey, thanks for the credit! It'd be really cool to see this mod improve. The community needs more skilled modders. Practice makes perfect, so remember that. So, good luck! Oh, and does it use a new projectile, or a vanilla one? Because with a custom projectile you could increase the Impact Force, causing enemies to fly backwards on death. It uses its own custom projectile, yes indeed! At the moment it uses the Minigun projectile mesh, but is 3 times faster and has about double the impact force. And no worries on the credit part, you did help out after all. :) Link to comment Share on other sites More sharing options...
ZeonicGlory Posted October 26, 2009 Share Posted October 26, 2009 Looks like a great first mod. I'll be sure to download it this weekend to have fun hunting Radroaches with pure overkill. Link to comment Share on other sites More sharing options...
EssGeeDee Posted October 27, 2009 Author Share Posted October 27, 2009 Looks like a great first mod. I'll be sure to download it this weekend to have fun hunting Radroaches with pure overkill. That's the way! :D Just don't waste all of your ammo on roaches.... Link to comment Share on other sites More sharing options...
EssGeeDee Posted October 28, 2009 Author Share Posted October 28, 2009 Hey, to anyone out there: I'm going to try and make a script for this, every time you fire the .600, it cripples your right arm by 5-10%. However, I have no freakin' idea where to start. Oh, and there would be a perk you could pick up to negate this, possibly after 200+ shots are fired... Link to comment Share on other sites More sharing options...
jsnider193 Posted October 28, 2009 Share Posted October 28, 2009 But if wearing power armor wouldn't think that the crippling would occur, just a minor idea fer yah. Link to comment Share on other sites More sharing options...
5ivexxxxx Posted October 28, 2009 Share Posted October 28, 2009 Eh, I'm not sure how exactly to make the gun damage limbs each shot. You could do it simply (I think) by adding a weapon effect to it that damages the right arm. It's run on each shot. You'll just have to make a new object effect. Otherwise you could do it in script, I think the correct funtion is "DamageRightAttackCondition" or something. I'm not entirely sure, as I don't use that particular funtion very often. For the perk, you could just make a quest script that checks the player's kill count. However, I'm pretty sure GetDeadCount only works on a single BaseID. Link to comment Share on other sites More sharing options...
Tostitos Posted October 29, 2009 Share Posted October 29, 2009 Yeah, that looks way better! Just keep working on it, you won't be able to do expert work on your first try. Mhmm. Once it's in a reasonable state, I'll need someone to help me texture. I just can't figure that stuff out. Ok, now I need to know how to make a hollow cylinder with thick edges, like a gun barrel or something. Once I know how to do that, I'll add the flash hider/compensator, and a proper, decent reflex scope. EDIT: Never mind, I figured that part out. Now I need to know, is there a way to make the limb that I hit explode every time I get a critical with this weapon? There used to be a weapon in the 2142 pack that had guaranteed dismember on hit, but it was removed. The next best thing I can think is adding the bloody mess perk to the weapon: scn WeaponBloodyMessPerk short Check Begin OnEquip player if player.hasperk BLOODYMESSPERK player.addperk YOURBLOODYMESSPERK set Check to 1; Value denotes that the player didn't have the perk already else set Check to 2; Value of 2 denotes that Player has the perk already endif End Begin OnUnequip player if Check <= 1 player.removeperk YOURBLOODYMESSPERK set Check to 0; Value of 0 denotes that the test is reset End Credit to Madcat and Zumbs Link to comment Share on other sites More sharing options...
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