UnknownZombie Posted December 5, 2010 Share Posted December 5, 2010 (edited) I'm not quite getting the hang of how PlaceAtMe should be used. I understand that using PlaceAtMe creates an object which has no reference. I also gather that you can define a reference for it using REF, in some form such as: scn SummonObjectThenActorShootsThatObjectSCRIPT ref ObjectREF int RunOnce begin GameMode if RunOnce == 0 set ObjectREF to PlaceAtMe ObjectToBePlaced 1 PlaceAtMe ObjectToBePlaced 1 set RunOnce to 1 endif if ObjectREF.GetDestroyed == 0 ActorREF.UseWeapon ActorGun ActorREF ObjectREF 5 endif endHowever, I can't seem to get this working. I think that once ObjectREF is defined as it is above what is supposed to happen is that ObjectREF should point to the ObjectToBePlaced that was summoned with PlaceAtMe. Is that correct? Edited December 5, 2010 by UnknownZombie Link to comment Share on other sites More sharing options...
TallgeeseIV Posted December 5, 2010 Share Posted December 5, 2010 I'm not quite getting the hang of how PlaceAtMe should be used. I understand that using PlaceAtMe creates an object which has no reference. I also gather that you can define a reference for it using REF, in some form such as: scn SummonObjectThenActorShootsThatObjectSCRIPT ref ObjectREF begin GameMode set ObjectREF to PlaceAtMe ObjectToBePlaced 1 PlaceAtMe ObjectToBePlaced 1 if ObjectREF.GetDestroyed != 0 ActorREF.UseWeapon ActorGun ActorREF ObjectREF 5 endif endHowever, I can't seem to get this working. I think that once ObjectREF is defined as it is above what is supposed to happen is that ObjectREF should point to the ObjectToBePlaced that was summoned with PlaceAtMe. Is that correct? Hmm, in my experiences using place at me "set ObjectREF to PlaceAtMe ObjectToBePlaced 1" places the object and references it at the same time. i'm not sure what your script is doing instead of what it's supposed to but using placeatme twice could potentially be the problem. Link to comment Share on other sites More sharing options...
WastelandAssassin Posted December 5, 2010 Share Posted December 5, 2010 what seems to be the problem with the script??because it looks completely correct just one questionsince this script is a GameMode script, and it doesn't have a DoOnce command, wouldn't it just always run??as in, a new object will always be placed there??sorry, my scripting skills are rusty at best...... Link to comment Share on other sites More sharing options...
UnknownZombie Posted December 5, 2010 Author Share Posted December 5, 2010 (edited) Sorry, I edited the script later. I didn't cut/paste it and was typing it out off the top of my head just as an example of how I thought it's supposed to work and the DoOnce slipped my mind at first. You did answer my question, though. That set ObjectREF PlaceAtMe should set the reference and place the object at the same time. But the real reason the script was probably not working is.. The script I was actually using was being called in an OnLoad block in an activator. However, I neglected to associate a mesh with the activator. So, nothing was loaded, thus the script wouldn't run. Just a silly oversight. Edited December 5, 2010 by UnknownZombie Link to comment Share on other sites More sharing options...
Samustus Posted December 5, 2010 Share Posted December 5, 2010 (edited) NM :) You got it. Edited December 5, 2010 by Samustus Link to comment Share on other sites More sharing options...
UnknownZombie Posted December 6, 2010 Author Share Posted December 6, 2010 (edited) NM :) You got it.Yeah. I ended up scrapping this idea for what I was trying to make it work for, though. I was attempting to use it on an activator to PlaceAtMe an object that my follower would be instructed to throw a grenade at. However, it took too long for the PlaceAtMe object to "fade in" to the game world, and the UseWeapon would never be accomplished. In the end I resorted to abandoning PlaceAtMe and using SetPos on a diabled ObjectREF to the same location as the activator, and then calling the follower to UseWeapon at it... The whole process was a real head-scratcher for sure, but I've got to say I'm pretty excited I got it working. Its funny to me that when I started this mod I really had no intention at all of doing anything other than creating a laser weapon with some DT so that it would be less disappointing to play an energy weapons character... And here so far I have had so much fun modding and coming up with new ideas and challenges that I just am surprised at how far it's come. One thing has just led to another: I made the weapon, then figured I may as well make a NPC to give me the weapon, and after that figured I might as well get that NPC to follow me... and it's just kept going from there. To the point where I have an almost completely fleshed out story for my follower, made a house for her, created special grenades to use with her.. Who knows what's next! P.S.: This is what I was working on, if you're interested in seeing:http://www.youtube.com/watch?v=qQ7lRsecPAk Edited December 6, 2010 by UnknownZombie Link to comment Share on other sites More sharing options...
Nekhanimal Posted December 6, 2010 Share Posted December 6, 2010 You should check out my mod:http://www.newvegasnexus.com/downloads/file.php?id=38315It makes Energy Weapons awesome! Link to comment Share on other sites More sharing options...
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