ZeroCore Posted December 10, 2010 Share Posted December 10, 2010 Okay, I need to get help regarding a mod that I plan on making: I want a laser which will fire out of the sky and hit the target on the ground that you're aiming at (hammer-of-dawn style). I have a script which will get an activator to follow your cross-hair along the ground, but that's pretty much it. After asking around (which no one responded to) and a heck of a lot of trial and error, I'm stumped. I really just don't know enough about the scripting to continue by myself. I need help. What I want it to do is something like this: Either, A: make a script(s) which causes one activator/reference to follow my horizontal aim but stay at a set altitude (z pos) AND fire the laser via some item or weapon or B: make a script(s) which cause a second activator to follow the first one around on the ground, but stay in the air at a set altitude (z pos) and fire the laser via an item or weapon. I really do need help with this. Please give any advice you can, as I really don't want my ask for help to be ignored again. And before anyone asks, yes, I've checked the scripting tutorials and they've provided NO help what-so-ever. Link to comment Share on other sites More sharing options...
Samustus Posted December 10, 2010 Share Posted December 10, 2010 While I am replying to you, I have absolutely no idea how to do this. I would say, however, that Fallout 3 New Vegas has a laser pretty much as you want it. While New Vegas has its programming differences by means of upgrades and such, I would suggest looking at the game and see how they scripted it. You might get some ideas. I can't remember the name of the gun used to activate the laser, but the power for the laser comes from a solar power station in the desert which you have to repair in a quest, and which I also can't remember the name of. But you should be able to find it easily by searching with what I've mentioned. Sorry I'm not more help, but programming a hand held satellite laser activator and the devestating after effects are beyond my current level :tongue: Link to comment Share on other sites More sharing options...
ZeroCore Posted December 10, 2010 Author Share Posted December 10, 2010 While I am replying to you, I have absolutely no idea how to do this. I would say, however, that Fallout 3 New Vegas has a laser pretty much as you want it. While New Vegas has its programming differences by means of upgrades and such, I would suggest looking at the game and see how they scripted it. You might get some ideas. I can't remember the name of the gun used to activate the laser, but the power for the laser comes from a solar power station in the desert which you have to repair in a quest, and which I also can't remember the name of. But you should be able to find it easily by searching with what I've mentioned. Sorry I'm not more help, but programming a hand held satellite laser activator and the devestating after effects are beyond my current level :tongue: Do you know how to write a script which will cause a reference to move to the same x and y coordinates as another reference? Or perhaps do you know how to get a script to act on what a player is shooting at? Link to comment Share on other sites More sharing options...
Samustus Posted December 11, 2010 Share Posted December 11, 2010 Do you know how to write a script which will cause a reference to move to the same x and y coordinates as another reference? MainREF.PlaceAtMe MovingREF 1 Or something like that. Not sure on the syntax, though. The second REF is the one you want to move to the same coordinates as te first one. You should be able to find more examples if you search for PlaceAtMe. Here is an info page : http://geck.bethsoft.com/index.php/PlaceAtMe Or perhaps do you know how to get a script to act on what a player is shooting at? Someone asked about something similar recently. No idea. The problem lies in activating something when you shoot at it, because at the same time you shoot, you should run the script and also designate a target. Did you check the New Vegas scripting on the weapon they used for this? Link to comment Share on other sites More sharing options...
enroger Posted December 11, 2010 Share Posted December 11, 2010 I've looked at some of the other mods that do similar things (satellite nuke strike), they do it this way: You need to define a couple of things in geck: a weapon, a projectile, explosion event, marker object, airborne firing platform object. You have a weapon, fire that weapon on the ground will put a marker object on it. You do this by setting the projectile to explode on impact. You make a explosion with no fx, it just spawn a certain object, in this case ,it spawn a marker object. You write a script for the marker object, once its spawned it place a airborne firing platform object high above it with placeatme command. You write a script for the airborne firing platform object to fire on the ground with a fireweapon command. Link to comment Share on other sites More sharing options...
ZeroCore Posted December 11, 2010 Author Share Posted December 11, 2010 I've looked at some of the other mods that do similar things (satellite nuke strike), they do it this way: You need to define a couple of things in geck: a weapon, a projectile, explosion event, marker object, airborne firing platform object. You have a weapon, fire that weapon on the ground will put a marker object on it. You do this by setting the projectile to explode on impact. You make a explosion with no fx, it just spawn a certain object, in this case ,it spawn a marker object. You write a script for the marker object, once its spawned it place a airborne firing platform object high above it with placeatme command. You write a script for the airborne firing platform object to fire on the ground with a fireweapon command. That might actually be exactly what I want to do. My question is this though; you said that I would script it so that wherever said weapon fires on the ground a marker would move to. How do I script that? Any tips? Link to comment Share on other sites More sharing options...
enroger Posted December 11, 2010 Share Posted December 11, 2010 The marker object script would have a run on load block (check out "on load" on geck page) that run once the object is loaded. The script within the onload block use placeatme/moveto command to move the weapon platform object above it with the right orientation (the weapon platform object would be pointing down, check setang command), use ref.fireweapon command to fire the weapon (super laser...) Link to comment Share on other sites More sharing options...
ZeroCore Posted December 11, 2010 Author Share Posted December 11, 2010 The marker object script would have a run on load block (check out "on load" on geck page) that run once the object is loaded. The script within the onload block use placeatme/moveto command to move the weapon platform object above it with the right orientation (the weapon platform object would be pointing down, check setang command), use ref.fireweapon command to fire the weapon (super laser...) But how would I script it so that the weapon would move the marker to that point when you shoot a given spot with it? What would be the right code for that? Link to comment Share on other sites More sharing options...
enroger Posted December 12, 2010 Share Posted December 12, 2010 In geck or fo3edit, set your projectile with explosion checked. Create a new explosion type with no fx, no dmg what so ever. In explosion property you can set it to spawn an object, in this case set it to spawn your marker object. Link to comment Share on other sites More sharing options...
ZeroCore Posted December 12, 2010 Author Share Posted December 12, 2010 In geck or fo3edit, set your projectile with explosion checked. Create a new explosion type with no fx, no dmg what so ever. In explosion property you can set it to spawn an object, in this case set it to spawn your marker object. I hate to say this, but now I'm having another problem: I can't figure out where the explosion types are in GECK and I can't figure out how to set a projectile's explosion properties AND I can't figure out if the explosion effect is applied via the weapon edit screen or the ammo edit screen. In short, could you please give me a step-by-step walkthrough to do this? I'm really sorry for asking, but I really just can't figure it out. Link to comment Share on other sites More sharing options...
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