SGTbayk47 Posted July 31, 2015 Share Posted July 31, 2015 Hey all. I'm using trying to enable a disabled reference *and* make the havok kick in. What happens at the minute is the object is enabled but doesnt react to the physics unless the player interacts with the item themselves. I'm enabling the item in a simple OnActivate script with another item, so would there be something I can add to that script to enable havok right after the object is enabled? This is the script I'm using: SCN EnableScript Begin OnActivate Player DisabledRef.Enable SetDestroyed 1 End Hopefully someone knows how to achieve this, if it's possible. Cheers, BayK. Link to comment Share on other sites More sharing options...
Fallout2AM Posted July 31, 2015 Share Posted July 31, 2015 You can PlaceAtMe a fake explosion, like I did for the havok bounce Link to comment Share on other sites More sharing options...
SGTbayk47 Posted July 31, 2015 Author Share Posted July 31, 2015 (edited) I've made a fake explosion, by removing the model and all the sounds etc. and leaving a bit of force and a radius. Then I tried using PlaceAtMe to put the explosion on the object which needs havok. I'm guessing that the explosion is called way to quickly after the reference being enabled, because nothing happens in-game. Anyhow, this is the script at the moment: SCN EnableScript Begin OnActivate Player DisabledRef.Enable DisabledRef.PlaceAtMe FakeExplosion 1 SetDestroyed 1 End If the explosion is called too fast, do you know how to add a delay to a script? Edited July 31, 2015 by SGTbayk47 Link to comment Share on other sites More sharing options...
Fallout2AM Posted July 31, 2015 Share Posted July 31, 2015 You do that in gamemode. Something like this: SCN EnableScript int bEnabled float fTimer Begin OnActivate Player if DisabledRef.GetDisabled Let bEnabled := 1 DisabledRef.Enable endif End Begin GameMode if bEnabled == 1 if fTimer < 2 Let fTimer += GetSecondsPassed else Let bEnabled := 2 DisabledRef.PlaceAtMe FakeExplosion 1 SetDestroyed 1 endif endif EndPS for the model, you should use a specific model, it's named null-something, don't remember the exact name Link to comment Share on other sites More sharing options...
SGTbayk47 Posted July 31, 2015 Author Share Posted July 31, 2015 Can the same thing be achieved without NVSE? Because I can't get NVSE to work with my GECK so I can't save the script. Link to comment Share on other sites More sharing options...
Fallout2AM Posted July 31, 2015 Share Posted July 31, 2015 SCN EnableScript int bEnabled float fTimer Begin OnActivate Player if DisabledRef.GetDisabled Set bEnabled to 1 DisabledRef.Enable endif End Begin GameMode if bEnabled == 1 if fTimer < 2 Set fTimer to fTimer + GetSecondsPassed else Set bEnabled to 2 DisabledRef.PlaceAtMe FakeExplosion 1 SetDestroyed 1 endif endif End Link to comment Share on other sites More sharing options...
SGTbayk47 Posted August 1, 2015 Author Share Posted August 1, 2015 That worked great, thanks for the help :) Link to comment Share on other sites More sharing options...
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