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Need help with script in object placed by explosion


theclawhorn

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Then something must be wrong with either the script or the model.

 

For example... in EVE for Fallout3, I made a very famous weapon called the "Shredder Grenade"

 

 

This thing fires 12 lasers in a big spread, every second, for 10 seconds whilst bouncing around (very very deadly in a hallway...)

 

Now, I used my own custom script in that, (though similar to what you've discussed above).

But, you do have permission to use any of EVE FO3's assets in your mod such as that script, or the Null placed object.

(Shredder grenades blast 120 projectiles in a short amount of time and has never gotten a report of lag) .

Oh wow, that's pretty cool! I'm trying to create moving projectiles though rather than beams, but that seems like it would still be pretty intensive. No idea why mine lags. I think I'm going to try creating it in FO3 first since you have given me permission to use those assets. Much appreciated!

Edited by Deathfang
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use FO3Edit or whatever

 

moving projectiles eh, just animate them in the Nif so they 'move' (just like the Holorifle does)

FO3Edit compresses the scripts into a single line and makes it extremely difficult to read. I guess that is my only option though.

 

Well I wish for them to behave like bullets so they have gravity and such and actually have to collide with an actor to do damage to it.

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It works for anything.

Lobber, Bullets, beams, everything.

I used this same method in the Nail Mine mod. There's no reason you can't use bullets, unless ofc you wanted to alter the bullet's path or trajectory in some wacky way.

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Deathfang - Hello!

"When I try to open EVE in the GECK it complains about multiple master files. "

You need to change a setting in the GECK's .ini in order to load multiple masters.

GECK's .ini should be in the same place as your Fallout 3.ini.

Go to your:

Documents\My Games\Fallout3

Open this up in notepad:

GECKCustom.ini

& change this line:

bAllowMultipleMasterLoads=0

To this:

bAllowMultipleMasterLoads=1

Don't do it while GECK is running though or it will change the setting back when you close GECK.

If you're working with the New Vegas version of GECK then make sure to edit that version's GECKCustom.ini instead of the Fallout 3 one. Find the New Vegas one here:

Documents\My Games\FalloutNV\GECKCustom.ini

Change the line the same as mentioned above.

Hope this helps!

 

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

 

Weijiesen - Hello!

 

That Shredder Grenade effect looks very cool. :)

Prensa

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Deathfang - Hello!

 

"When I try to open EVE in the GECK it complains about multiple master files. "

 

You need to change a setting in the GECK's .ini in order to load multiple masters.

 

GECK's .ini should be in the same place as your Fallout 3.ini.

 

Go to your:

 

Documents\My Games\Fallout3

 

Open this up in notepad:

 

GECKCustom.ini

 

& change this line:

 

bAllowMultipleMasterLoads=0

 

To this:

 

bAllowMultipleMasterLoads=1

 

Don't do it while GECK is running though or it will change the setting back when you close GECK.

 

If you're working with the New Vegas version of GECK then make sure to edit that version's GECKCustom.ini instead of the Fallout 3 one. Find the New Vegas one here:

 

Documents\My Games\FalloutNV\GECKCustom.ini

 

Change the line the same as mentioned above.

 

Hope this helps!

 

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

 

Weijiesen - Hello!

 

That Shredder Grenade effect looks very cool. :smile:

Prensa

That worked! Thanks again for the help.

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It works for anything.

 

Lobber, Bullets, beams, everything.

 

I used this same method in the Nail Mine mod. There's no reason you can't use bullets, unless ofc you wanted to alter the bullet's path or trajectory in some wacky way.

 

Alright. I don't want to do that, but out of curiosity is it possible to alter a bullet's trajectory mid-flight?

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It works for anything.

 

Lobber, Bullets, beams, everything.

 

I used this same method in the Nail Mine mod. There's no reason you can't use bullets, unless ofc you wanted to alter the bullet's path or trajectory in some wacky way.

 

Alright. I don't want to do that, but out of curiosity is it possible to alter a bullet's trajectory mid-flight?

 

 

I *knew* you were going to ask that XD

 

The straight answer = YES

 

The long answer = Works decent on slow-moving projectiles, but would be (most likely) unable to work with super-fast things like bullets ect because the MATH! required in the script wouldn't be able to catch up per frame with whats being altered.

 

I really *really* wouldn't suggest this for bullets, or for multiple projectiles however. Its rather complex to implement, and just as complex for the 'average nexus user's computer' to try to run. ;)

Edited by weijiesen
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It works for anything.

 

Lobber, Bullets, beams, everything.

 

I used this same method in the Nail Mine mod. There's no reason you can't use bullets, unless ofc you wanted to alter the bullet's path or trajectory in some wacky way.

 

Alright. I don't want to do that, but out of curiosity is it possible to alter a bullet's trajectory mid-flight?

 

 

I *knew* you were going to ask that XD

 

The straight answer = YES

 

The long answer = Works decent on slow-moving projectiles, but would be (most likely) unable to work with super-fast things like bullets ect because the MATH! required in the script wouldn't be able to catch up per frame with whats being altered.

 

I really *really* wouldn't suggest this for bullets, or for multiple projectiles however. Its rather complex to implement, and just as complex for the 'average nexus user's computer' to try to run. :wink:

 

Hahahahaha! :laugh: I always had an idea to implement bullet penetration, at least through actors (walls seems impossible) but it would probably be too intensive. Thanks for the answer.

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