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Charging/Discharging Weapons


MW2366

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I was wondering on how to make a weapon that can use the Long Burst, but is not Automatic, has a timer to charge up the laser for a specific amount of time, and then have it discharge if the Attack button was pressed while it was Charging, basically speaking Discharge... How would I approach this?

 

I'm making a improvisation mod based off of J3X's driveable Chimera Tank Mod (http://www.fallout3nexus.com/downloads/file.php?id=3981).

 

Basically, I want a special weapon to be swapped with the Missile Launcher, using the Up Arrow Key, and back again using the Down Arrow Key (of course, using the "isControlPressed" function), have it be able to Charge up fully and fire using only one bullet, and/or have it Charge Up then Prematurely Discharge, having more slice/dice, but weaker than a fully charged beam.

 

I would like some feedback on this, if possible.

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That could take heavy scripting.

There are two burst-related option with the weapon template in the geck, but I'm not sure how to use them. Might be worth looking into.

 

 

Yes, that's Long Burst and Burst Shot... hmmm, Burst Shot might be what I'm looking for, and yes, it does take heavy scripting to make a driveable Chimera, and pretty much all of it I understand, I just need a Up/Down Arrow to switch weapons, and position the projectile along with the Killcount Script provided from TalkieToaster, and possibly have the projectile (Fully Charged) go THROUGH Targets rather then stopping at them.

 

EDIT:

 

Well, nevermind, I just learned that Long Burst and Burst Shot refer to how many seconds in VATS it takes a weapon to fire (Default values, 1.75 and 0.43)... sooo, I'm gonna have to look at how I can charge up a weapon via scripting.

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There's a mod called penetrating lasers that makes lasers go through targets. Purley visual of course, but still, it's there.

 

Hmmm, interesting to say the least, I guess I can just alter the Laser into a Flame then have a Tesla Cannon Effect to bounce straight off the target and into another behind it.

 

I've made the Beam Cannon, by the way, it's in its basic form, no Charging/Discharging... yet... I could surely use some help with trying to come up with a basic script to do it.

 

I'm also doing the treads script to the Chimera, and I have a rough idea on how to do it, and this is still a improvisation mod to J3X's Chimera:

 


if self.getdistance,player && GetIsReference player != 1 && getisid J3XChimera == 0
set CloseIn to 15 + damageAV health 25 + player.getdistance,self
endif

if GetIsReference player != 1 && getisid J3XMiniChimera == 0
if getdead == 0
 set self to getself
 if player.getdistance, self <= 15 && GetIsReference player != 1 && getisid J3XChimera == 0 ;Radial check: add damage to target every one unit of distance
  self.damageAV health CloseIn
 else getdistance, self > 15
  return
endif
player.pushActorAway self 5
endif

if getdead
kill MQ11LdPrimeREF 0 ; tell victim to be gibbed by Prime
kill MQ11LdPrimeREF 1
kill MQ11LdPrimeREF 2 ; tell victim to be gibbed by Prime
kill MQ11LdPrimeREF 3 ; tell victim to be gibbed by Prime
kill MQ11LdPrimeREF 4 ; tell victim to be gibbed by Prime
kill MQ11LdPrimeREF 5 ; tell victim to be gibbed by Prime
kill MQ11LdPrimeREF 6 ; tell victim to be gibbed by Prime
endif

 

Essentially, it's a damage gradient to enemies it gets soft at 15 then it intensifies all the way to 0 distance

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