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Script explosion at location


ZippyDSMlee

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I need to either combine nifs for the explosion effect and the pulse glow effect for the radiation after the explosion effect or script 2 explosions(one null with a nif) to do the effects I want. I have tried impact data but it will not animate the nif file correctly and I have tried palceobject but it forces the core to stay on and not blink and it dose not time out correctly.

 

Also not had any luck combning nifs via nifscope and 3Dmax dose nto like one of the nifs says its missing something.

 

================================

edit

Its wrong but its as close as I have gotten so far.

ScriptName ZippyHFC01weakexpScript

float timer

begin OnHit
begin gamemode
placeatme ZippyNULLRADexp
placeatme ZippyHFCexp01Weak
placeatme zippyNULLRADEXPNEW

if timer < 5
set timer to timer + GetSecondsPassed
else
removeme zippyNULLRADEXPNEW
endif
end

 

Edited by ZippyDSMlee
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I don't know about explosions but script is wrong. You have 2 blocks here

begin OnHit
begin gamemode

You need to use only one of them - depends on how you need this thing to work.

Take a look at this article http://geck.bethsoft.com/index.php?title=Begin

Okay then gamemode should do. I need 2 or 3 things spawned on projectile hit from impact data, spawn 2 explosions and 1 light then remove light after X time.

 

placeatme should work(it dose on another script that's player focused), but having trouble doing the light(zippyNULLRADEXPNEW).

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Okay. If you manage to spawn the light with "placet at me" you should give reference to it

 

like:

Ref MyLightRef

set MyLightRef to placeAtme zippyNULLRADEXPNEW

then you need to use reference to delete the light.

MyLightRef.disable
MyLightRef.markfordelete

RemoveMe works for inventory items. Read GECK wiki carefully

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gamemode block executes every frame (up to 60 times a second). So you might want to introduce additional variables to control how many explosions do you need.

 

 

Okay. If you manage to spawn the light with "placet at me" you should give reference to it

 

like:

Ref MyLightRef

set MyLightRef to placeAtme zippyNULLRADEXPNEW

then you need to use reference to delete the light.

MyLightRef.disable
MyLightRef.markfordelete

RemoveMe works for inventory items. Read GECK wiki carefully

Thank you I will give it a look.

 

I think I found some script to look at for limiting explosions, was googling for something else and ran across it 0-o

http://forums.nexusmods.com/index.php?/topic/2518329-need-help-with-script-in-object-placed-by-explosion/

 

I think its a place to start, also if it can remove stuff then I should be able to remove the light effect. Got alot to chew on.

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