McclaudEagle Posted September 3, 2010 Share Posted September 3, 2010 Hi everyone. I'm trying to make a new weapon that uses the Missile Launchers model and fires CALIBR's 40mm Grenades. My other topic about this is wrong as it wasn't the problem. Anyway, I have managed to make the weapon fire in Automatic mode, however, I have run into a problem. Because I had to set its Attack Animation to AttackLoop, the weapon now fire down to my characters feet. If anyone knows how to fix this, I'd appreciate it. Thanks. Link to comment Share on other sites More sharing options...
ultskeletor Posted September 3, 2010 Share Posted September 3, 2010 Hi everyone. I'm trying to make a new weapon that uses the Missile Launchers model and fires CALIBR's 40mm Grenades. My other topic about this is wrong as it wasn't the problem. Anyway, I have managed to make the weapon fire in Automatic mode, however, I have run into a problem. Because I had to set its Attack Animation to AttackLoop, the weapon now fire down to my characters feet. If anyone knows how to fix this, I'd appreciate it. Thanks. I've never seen a weapon using the Missile Launcher animations that was Automatic, so it could be a bug with the animations. If this only happens when the weapon is set to Automatic, and it goes away when you set it to another attack animation, something along those lines would probably be the culprit. Some people do get problems with weapons firing at the ground or sky, especially when using Fallout Re-Animated and/or RH's Iron Sights. Also, check out the weapon's projectile and make sure you are giving it a high enough Speed that is can get some distance before the game's gravity pulls it to the ground (I'm assuming your projectile is using gravity.) When the Speed is too low, the projectile basically falls straight down out of the weapon's projectile node and lands at the player's feet. Link to comment Share on other sites More sharing options...
Ghogiel Posted September 3, 2010 Share Posted September 3, 2010 certainly this because attackloop is a completely different attack animation. no idea if this might work< too tired to think of a better solution lol.... but perhaps making a duplicate nif of the launcher..open the nif, rotate the weapons projectilenode 90degree. random guess-as the object space rotation of the weapons are different than world space and the object space orientation of character nifs... ie they are laying flat of their side. anyway i guess this is +90x. but in anycase I would think maybe its the first or second parameter in the projectile nodes translation setting. Link to comment Share on other sites More sharing options...
McclaudEagle Posted September 4, 2010 Author Share Posted September 4, 2010 Well, the grenades do fire the correct distance when in first person, but the model messes up and looks like the weapon itself is pointing down. In third person, it looks like the weapon is aimed at my characters feet and fires at the feet. I'll try increasing the speed to see if that help and I'll also try different animations. Thanks. Link to comment Share on other sites More sharing options...
Ghogiel Posted September 4, 2010 Share Posted September 4, 2010 Well, the grenades do fire the correct distance when in first person, but the model messes up and looks like the weapon itself is pointing down. In third person, it looks like the weapon is aimed at my characters feet and fires at the feet. I'll try increasing the speed to see if that help and I'll also try different animations. Thanks. you didn't describe that behavior before. anyway, this is because you are using a different attack anim. anyway editing the projectilenode will have zero affect on the weapons rotations. so just ignore what i suggested before. Link to comment Share on other sites More sharing options...
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