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Are there any good sticky grenade mods?


CausticRKS

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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.

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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.

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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.

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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 by Fallout2AM
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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.

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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?

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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.

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