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Explosion glitch


evilneko

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So I've been tweaking this Pyrokinesis mod I downloaded to be more in line with what I want to do, and I've got it pretty much where I want it. I can shoot fireballs that explode, do direct damage, and burn. I'm actually using a nerfed nuka grenade explosion to accomplish that part. (changed the values on the nuka explosion, gave it a new name to generate a new form)

 

But that's where the trouble starts. When I used the vanilla nuka explosion, everything was fine. The vanilla nuka explosion is too powerful for my purposes, but my variant of it produces some glitches as seen below:

 

Note the fires just hanging in mid-air:

ScreenShot473.jpg

The truck did not pop, either, it seemed to take no damage. It seems not to take any damage unless I hit it a certain way. The fires will consistently hang in air and the vehicle will not suffer any damage if I aim near the sides of the vehicle, such as either headlight.

 

I managed to catch this screenshot when I did hit the sweetspot, causing the truck to pop prior to exploding.

ScreenShot475.jpg

You can see that the force of the pop threw the fires outward quite a bit.

 

explosiongeck.jpg

My explosion, plus the nuka explosion for reference. (not sure why I increased the force, could that be it?)

 

Now, I'm fairly novice when it comes to GECK. I have no idea what might be causing this. I can kinda live with it like this. The pyrokinesis thing is mainly for story purposes, and this glitch doesn't seem to affect combat against live NPCs at all, just blowing up vehicles. I'd still like to fix it, but it's 1AM and I'm a bit tired of the massive amount of trial and error that it's taken to get just this far.

 

Oh, while I'm here, I might as well ask: anyone know if it's possible to use a melee attack animation and still have a projectile come out? I'm just using a pistol anim, since I couldn't seem to use a melee one.

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Increase the radius of the explosion. You don't have to set it to the original value, but that might not be a bad idea. To hit the cars (or anything for that matter), you have to hit the root node of the model with the explosion, its my belief that your radius is too small to hit this node. As to why the fire is in the air, I don't know why that would be.

 

You can always use the FireWeapon command to fire any projectile from any object. Yes this includes cue balls from a pool table shooting flames. The scripting can get a little tricky to get the projectile to shoot in the right direction though. There is no auto aim with this, but you can make a reasonable estimation based on the cross hair.

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I'll check the radius out when I get home. I know I based the damage on the plasma grenade, the radius I might have just pulled from the air so to speak.

 

I may look into scripting eventually (never done any FO3 scripting), for now I'll be happy to get the glitches worked out.

 

Edit: The radius did the trick. Fireballs now more consistently cause those stubborn trucks to pop.

 

Also, I played with the straight nuka grenade version of the weapon some more, and noticed that I can make its little fires hang in the air too, so I'm no longer too worried about mine doing that.

 

As for the script, I think I'll take a crack at it. Based on the example on the page you posted, I think the script should be something like FireballREF.FireWeapon WeapUniqueSC ?

 

After looking at some of the documentation I have no idea how to make the script run only when attacking. Bleh.

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After doing some more searching, it looks like I'd have to use FOSE to make it do what I want. ie, Have the script run on equip, using GetMouseButtonPress from FOSE to continuously scan for a left click, then using FireWeapon to fire the projectile.

 

:mellow:

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So it's either use the FOSE GetMouseButtonPress, or 71 separate if-thens to check for an attack animation? :blink:

 

No wonder FOSE was created.

 

All this to get around the lack of an "OnAttack" event. :yucky:

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  • 3 weeks later...

Okay, so I just discovered GetAnimAction: http://geck.bethsoft.com/index.php/GetAnimAction

 

I'm thinkin I could use it to accomplish my goal here. There's a youtube video with a guy who made a script that runs when he attacks with a power fist. It plays a sound and some other things. I figure if it can do that, it can launch a projectile.

 

Not gonna mess with it til tomorrow at the earliest though. Someone kindly warn me if I'll be wasting my time.

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