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Trouble with SetPos in script effect


Shaidon7

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I'm trying to make a fireworks effect to work properly in my Mod, but I can't make the SetPos work properly!

 

I made a weapon with a bunch of functions, one setup the poor target to be a fireworks. Everything is working fine, except that I can't update the boom trigger to his exactly position. I know that is possible cause using only MoveTo, I can make the explosion happens in the sky, but since some Actors fly highter then others (guess it because of weight), the explosion with Z axis set won't be nice.

 

Here is the script. Actor Effect set to 2s.

 

scn iCheatFireworksScript

ref iCmyself

float iCposX
float iCposY
float iCposZ

Begin ScriptEffectStart

set iCmyself to GetSelf
set iCposX to iCmyself.GetPos X
set iCposY to iCmyself.GetPos Y
set iCposZ to iCmyself.GetPos Z

iCheatContainerREF.PushActorAway iCmyself 50
CIOS SpellFlamerEffect

iCheatContainerREF.MoveTo iCmyself 0 0 500

End

Begin ScriptEffectUpdate

iCheatContainerREF.SetPos X iCposX
iCheatContainerREF.SetPos Y iCposY
iCheatContainerREF.SetPos Z iCposZ

End

Begin ScriptEffectFinish

iCheatContainerREF.PlaceAtMe GrenadeNukaFireBurst
KillActor Player 0 0
CIOS SpellFlamerEffect

End

 

The container was already set before the script start, so the target always goes up like I want. I used a Misc Object as the boom trigger, and got the same results. If you take the ScriptEffectUpdate you will see that the explosion will happens in the air. For lighter targets, is close to 1300 Z axis. For a armored goes almost double of high, making the explosion happens in the middle.

 

Well, if I can't manage that to work, than I will make like 3 different explosions with a set Z axis. But won't work nice if the target find a obstacle.

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I almost got it with a variable for Z using a multiplier with target Endurance, but still not perfect! :pinch:

 

If someone could at least show me the equation used by the game to calculate gravity on Z with the PushActorAway function...

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