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Are there any good sticky grenade mods?


CausticRKS

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I can't seem to find any, and don't know which mods have them. If there are some pretty decent mods that do this, direct me to them! The idea would be to have them work like the throwing axe. Where the art asset "sticks" to whatever part of the body they hit. I want to create a grenade launcher that shoots timed grenades that do this. I have a little Geck experience, but to my knowledge you'd need to do some serious scripting to make this possible.

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all the solutions I see people giving you have to do with allowing you to stick things to NPCs. Not sure if you wanted that or something that would let you stick grenades to a wall to set traps...

 

I'm not a modder, so I can't exactly help you :sad:

but you may find this usefull. It lets you stick C4 to walls, doors, etc.

Hope that helps some, but I'd love to see this become a mod :laugh:

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I honestly don't know anything about scripting or if the NVSE or vanilla scripts are capable of this, but couldn't you just basically run a check on the impact data? In other words, if said NPC is hit, check for that. If yes, cause grenade explosion at said impact NIF's surface normal? Seems logical to me... but I'm not a programmer. :P

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I was tinkering with the geck to see if I could whip something up, and I wasn't able to get them to stick. Here is the issue I am running into.

 

Grenade projectiles are classified as "lobbers", and as lobbers, they bounce. I haven't found a way around this. Changing impact data, bouncy mult, gravity, etc. may alter HOW they bounce, but they will not stick to a wall...

 

Throwing knife projectiles are classified as "missiles", and missiles most certainly do NOT bounce. however, they don't just stay on surfaces either. Once they make contact with anything (ground, wall, human), they blow up, and the projectile is no longer there.

 

So even if you change the sticky grenade projectile to a missile, since the sticky grenades would have a countdown of 3ish seconds before they explode, if they make contact with anything before those three seconds are up, the projectile evaporates and there is nothing left to explode.

 

So I am currently at a loss as to how to make these. I will continue to explore the geck options and see if I can come up with something, but unfortunately, I don't see a way to make a grenade stick to a wall that doesn't explode IMMEDIATELY on contact.

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So even if you change the sticky grenade projectile to a missile, since the sticky grenades would have a countdown of 3ish seconds before they explode, if they make contact with anything before those three seconds are up, the projectile evaporates and there is nothing left to explode.

 

So I am currently at a loss as to how to make these. I will continue to explore the geck options and see if I can come up with something, but unfortunately, I don't see a way to make a grenade stick to a wall that doesn't explode IMMEDIATELY on contact.

So just brainstorming (and it's probably the most inelegant and *ss backwards way possible, unfortunately) is to have a script based object effect that essentially uses a MGEF to placeAtme a dummy grenade. As soon as it hits, that dummy grenade will appear and the original projectile (your sticky grenade) will disappear. After a 3 second countdown that dummy grenade explodes.

 

I don't know if placeAtMe will work with that callling convention from a projectile reference. I don't know if it will stay "pinned" when it's created. I think it would on non actors/objects if it doesn't have havok data, but probably not on actors which sort of hamstrings the concept......maybe it might if the projectile is a missile. And there are probably other roadblocks, but I think using a script effect to create a new object, may be one possible way to implement this.

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So even if you change the sticky grenade projectile to a missile, since the sticky grenades would have a countdown of 3ish seconds before they explode, if they make contact with anything before those three seconds are up, the projectile evaporates and there is nothing left to explode.

 

So I am currently at a loss as to how to make these. I will continue to explore the geck options and see if I can come up with something, but unfortunately, I don't see a way to make a grenade stick to a wall that doesn't explode IMMEDIATELY on contact.

So just brainstorming (and it's probably the most inelegant and *ss backwards way possible, unfortunately) is to have a script based object effect that essentially uses a MGEF to placeAtme a dummy grenade. As soon as it hits, that dummy grenade will appear and the original projectile (your sticky grenade) will disappear. After a 3 second countdown that dummy grenade explodes.

 

I don't know if placeAtMe will work with that callling convention from a projectile reference. I don't know if it will stay "pinned" when it's created. I think it would on non actors/objects if it doesn't have havok data, but probably not on actors which sort of hamstrings the concept......maybe it might if the projectile is a missile. And there are probably other roadblocks, but I think using a script effect to create a new object, may be one possible way to implement this.

 

 

 

You are entering a world in which my skills haven't reached yet. only thing Ive learned to script so far is companions haha. but i'll do some research and see if I can learn anything, but I think this would be better in someone else's hands..

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