exile650 Posted November 17, 2010 Share Posted November 17, 2010 I've been working on a new type of 40mm grenade ammo which fires flechette (like the Shotgun AR attachment from Battlefield: Bad Company 2). So far I have everything working just the way I want it. However, the biggest problem I'm having is that while the ammo functions like a shotgun shell, the game still treats it as an explosive and each one of the projectiles (currently 15) causes a big splash of debris that would happen with a standard 40mm grenade. Is there a way to remove the explosion effect from the ammo I added without modifying the game standard 40mm grenades or the grenade launchers? Link to comment Share on other sites More sharing options...
Jagermh Posted November 17, 2010 Share Posted November 17, 2010 ...40mm grenade ammo which fires flechette... OMG HAX!Do you know how ridiculous that would be?Like apache flechette?Like the rocket that goes off at 680 metres after discharge and explodes launching searing hot projectiles at supersonic speeds directly forward so fast that even the vaccum behind them can tear the flesh off your bone or The boring dart things hope you're talking about the first oneanother suggestion, 40mm buckshot IT EXISTS! If you want to get rid of your problem i suggest comparing it to the data of the shotguns or using a shotgun as a base and then changing the anims and nifs to the 40mm GL ones Link to comment Share on other sites More sharing options...
exile650 Posted November 17, 2010 Author Share Posted November 17, 2010 The boring dart things hope you're talking about the first oneanother suggestion, 40mm buckshot IT EXISTS! If you want to get rid of your problem i suggest comparing it to the data of the shotguns or using a shotgun as a base and then changing the anims and nifs to the 40mm GL onesI have them set to fire 15 projectile at 11.1 damage a piece with -10 DT on hit. A bit overpowered but I like it. The whole point of this mod is to have these fired out of a grenade launcher though. And from what I'm seeing so far the impact data (what causes the explosion/debris) depends on the weapon rather than the ammo. What I need is a script changes the impact data to what a shotgun uses when Flechette rounds are loaded, preferably attached to the ammo rather than the weapons. But I don't know how to write something like that. Link to comment Share on other sites More sharing options...
Jagermh Posted November 18, 2010 Share Posted November 18, 2010 Oh so you dont want to have to create an new weapon to fire this 40mm shotgun ammo.I dont think you can do that without something like NVSE Link to comment Share on other sites More sharing options...
WuphonsReach Posted November 18, 2010 Share Posted November 18, 2010 I've been working on a new type of 40mm grenade ammo which fires flechette (like the Shotgun AR attachment from Battlefield: Bad Company 2). So far I have everything working just the way I want it. However, the biggest problem I'm having is that while the ammo functions like a shotgun shell, the game still treats it as an explosive and each one of the projectiles (currently 15) causes a big splash of debris that would happen with a standard 40mm grenade. Is there a way to remove the explosion effect from the ammo I added without modifying the game standard 40mm grenades or the grenade launchers?Without looking at GECK. Just change the projectiles so that they don't cause explosions. You may also have to change the visual effects, but probably changing the explosion drop-down to "none" should be enough. Link to comment Share on other sites More sharing options...
exile650 Posted November 19, 2010 Author Share Posted November 19, 2010 Without looking at GECK. Just change the projectiles so that they don't cause explosions. You may also have to change the visual effects, but probably changing the explosion drop-down to "none" should be enough.I've already done that by having my Flechette ammo use the Buckshot Projectile (which have no explosion effect). The problem isn't the ammo, that's working just fine. The problem is the weapons that fires it (grenade launcher/rifle) have their own setting for causing the explosion effect, and it's that Impact Data on the weapon that's giving me grief. I could simply turn off all launcher's Impact Data, but then that would make this mod incompatible with mods that add grenade launchers (since they likely would retain their impact data). http://img.photobucket.com/albums/v696/Exile650/problem.jpg Here is a video of the mod in action http://www.youtube.com/watch?v=PxbOkblXd8o Link to comment Share on other sites More sharing options...
Jagermh Posted November 19, 2010 Share Posted November 19, 2010 Whoah! Looks brutal, I like it. Link to comment Share on other sites More sharing options...
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