Matt6sic6 Posted October 12, 2010 Share Posted October 12, 2010 I'm trying to build a custom Rock-it Launcher using the geck, but I keep running into a problem that I can't sort out. :wallbash: I want this Rock-it Launcher to have unlimited ammo and be able to shoot nothing but 8-Balls. In the "Ammo Use" box in GECK, I wrote "0" but the gun still uses ammo. In the Ammunition dropdown box, I've selected "RockItLauncherAmmo" - Do I need to create a custom Ammunition for it, or is there something I'm missing here? If I do have to create a custom Ammuntion, what do I select for the projectile? Link to comment Share on other sites More sharing options...
Trueform Posted October 12, 2010 Share Posted October 12, 2010 I'm trying to build a custom Rock-it Launcher using the geck, but I keep running into a problem that I can't sort out. :wallbash: I want this Rock-it Launcher to have unlimited ammo and be able to shoot nothing but 8-Balls. In the "Ammo Use" box in GECK, I wrote "0" but the gun still uses ammo. In the Ammunition dropdown box, I've selected "RockItLauncherAmmo" - Do I need to create a custom Ammunition for it, or is there something I'm missing here? If I do have to create a custom Ammuntion, what do I select for the projectile? I haven't really experimented much with weapons, but I would say at a glance to solve the kind of ammunition you use, you would have to make a new set of ammunition using the 8 balls as a model for the ammo; you would need to extract the BSA files using something like FO3 Archive. Then choose this as your ammo type to be used with your custom rock-it launcher. There are two ways you could solve the infinite ammo problem: 1) add a ridiculously high clip size onto the ammo you created, which would give the impression of infinite ammo, if not be completely infinite. 2) Edit a Fallout 3 ammunition that has the word 'robot' in it and just replace all the data for what you want your 8 ball to be; 'robots' are what followers use so they don't use up ammunition. It should have the same effect, but as I've said, I haven't tried it but it should work in theory. I hope I helped a little Link to comment Share on other sites More sharing options...
Matt6sic6 Posted October 13, 2010 Author Share Posted October 13, 2010 I finally figured it out, thanks man. I got stuck after I solved the ammo problem, the projectile itself was still a problem. For some reason even with the Rock-it Launcher Ammo projectile selected, like the normal Rock-it launcher has, it kept firing missiles... I had to make a custom 8-ball projectile in order for it to actually fire the 8-ball out of the launcher... Now if I could just find a way to retrieve the 8-ball after it's fired I'll be in serious business... I know I know "Why do you want to retrieve it if you have unlimited ammo?" The short answer is realism. Link to comment Share on other sites More sharing options...
lostone1993 Posted October 14, 2010 Share Posted October 14, 2010 I dont think you can due to the way the geck is coded as soon as you set a projectile it is not treated like an item anymore however in the default rock-it-launcher the projectile is an item defined in a list the actual projectile is just a wave that follows the item shot out Link to comment Share on other sites More sharing options...
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