devinpatterson Posted April 7, 2015 Share Posted April 7, 2015 I like the Idea, but maybe one that simply added a grenade to the actor would be useful if nothing else. :/ We're trying to brainstorm a way to acomplish that. I can make a special grenade model appear on any part of a NPCs body by rigging it and forcing it to equip via it's weapon or projectile script, but that method is cumbersome. I can get a general hit location; None -1 Torso 0 Head 1 1 Head 2 2 Left Arm 1 3 Left Arm 2 4 Right Arm 1 5 Right Arm 2 6 Left Leg 1 7 Left Leg 2 8 Left Leg 3 9 Right Leg 1 10 Right Leg 2 11 Right Leg 3 12 Brain 13 Hand or Weapon 14 but it's not going to be at teh point of impact. And this isn't a method useful for creatures. So, a possible alternative is a script based solution that uses setPos & setAngle to "attach" a grenade to any actor reference (npc or creature), but even if I can capture the exact point of impact as the starting position for the setPos in relation to teh (enemy) actor position, it's a very cpu intensive script. I'm not even sure you could have multiple ones going without some serious lag. I don't believe it's a simple task. Link to comment Share on other sites More sharing options...
drithius Posted April 7, 2015 Share Posted April 7, 2015 What about an impact decal to fake it + delayed explosion from projectile? Link to comment Share on other sites More sharing options...
devinpatterson Posted April 7, 2015 Share Posted April 7, 2015 What about an impact decal to fake it + delayed explosion from projectile? I think it would just break the immersion, since it's somewhat limited to two dimensions. However my knowledge of decals is pretty shallow. Link to comment Share on other sites More sharing options...
devinpatterson Posted April 7, 2015 Share Posted April 7, 2015 I used the same script based method to attach a crow to the player as you can see in this video; https://www.youtube.com/watch?v=yUoC8cy41r0 But as you can see the script attaches to the actors position and this means that it doesn't account for animation. So as the skeleton moves whether that's running or anything else the crow doesn't move along with the actors skeleton, leaving a bit of a gap. If you have any resources, suggestions or links in re: to decals Drithius, could you send them my way? I'll explore that route if I can find any info on teh subject. Link to comment Share on other sites More sharing options...
sullyvanj93 Posted April 7, 2015 Share Posted April 7, 2015 Not sure if this will help you or not Devin, but: http://www.nexusmods.com/newvegas/mods/35101/? he has a lobber version of throwing knives in a seperate .esp to allow for throwing weapons to be re-picked up. will seeing how he did this without making this lobbing projectile bounce help you at all? if not, oh well worth a try. Link to comment Share on other sites More sharing options...
Fallout2AM Posted April 8, 2015 Share Posted April 8, 2015 (edited) 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 remember a sticky grenade in Angel Park 2, but it was the "old version", I don't know if the actual version still has these grenades.However what you describe here can already be done in vanilla without scripts, explosions allow to spawn new base IDs.Then the new base ID could have a script with a timer of 3 seconds Edited April 8, 2015 by Fallout2AM Link to comment Share on other sites More sharing options...
devinpatterson Posted April 8, 2015 Share Posted April 8, 2015 Thanks I'll take a look at it. I was working on another project and noticed the tesla cannon uses a simple placeAtMe to have it's pulse explosion go off at the impact. I'll experiment when I get time and see if it accurately places the ref at the impact sight....that would be handy for what we are doing. Also make a great impact grenade instead of timed grenade, or by placing a mine with a grenade model it would make a great proximity grenade. Link to comment Share on other sites More sharing options...
devinpatterson Posted April 8, 2015 Share Posted April 8, 2015 However what you describe here can already be done in vanilla without scripts, explosions allow to spawn new base IDs.Then the new base ID could have a script with a timer of 3 seconds Spawn new refs without an script. I didn't see that in the EXPL form. Do you do it through the enchantment form? Link to comment Share on other sites More sharing options...
devinpatterson Posted April 8, 2015 Share Posted April 8, 2015 Yeah, just peeked, looks like you can create a new enchantment that would add a timebomb with a grenade model. Don't know if it will be correctly/accurately placed at the impact sight, but if it is that would be a step in teh right direction, although we still need a way to "stick" it to a person or object as it's havok data would just let it drop to teh ground. Maybe the railroad spike pinning effect from the proj form will be useful in that regard. Link to comment Share on other sites More sharing options...
Fallout2AM Posted April 8, 2015 Share Posted April 8, 2015 "Placed Impact Object", in the explosion window :) Link to comment Share on other sites More sharing options...
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