CaptainXavious Posted March 23, 2011 Share Posted March 23, 2011 (edited) Hello people! I've been modeling/animating/coding weapons for the BallisticWeapons mod from UT2004, and I decided I wanna try out FO3, maybe port some of my weapons over. Also, I'm making a Lovecraft inspired Magic/Insanity system, and I got some questions on how to do stuff. First off, I'm working on making my weapons switch ammo on equip (I know, been done before), but I'm using FOSE, and the WeaponSwitchAmmo function (er, not sure on exact name at the moment) seems to be causing some problems. Primarily, if you switch to an ammo type that you have less rounds for than the clip's capacity, it gives you some weird results. For example, my .75 BOLT Pistol, clip size is 5, current ammo is say, shotgun shells, and I switch to .75 slugs, which I only have 4 of, the clip remains fully loaded and I'll have like -2 ammo in reserve listed on my HUD. I think I end up having the 4 rounds in reserve, plus the 5 that was loaded, but from the shotgun shells, but I'm not sure. Is there any one else that had this problem? Is there a known fix to it? And on my insanity system, when the player looks at something (static mesh, movable mesh, etc.) in my ScaryStuff form list, it should add to their insanity. Right now, I'm using GetCrosshairRef to do this, which works, but I'd like to have a bit more distance available for the check, so if they look at it and is within 20 foot or something, it counts. Is there an easy, efficient way to check line of sight for this? One more thing, the Longhorn 35mm Grenade Launcher: http://a8.sphotos.ak.fbcdn.net/hphotos-ak-snc6/168669_191015627589580_100000434336700_583658_6992358_n.jpg So its a lever action carbine with a detachable box magazine. Does anyone have any suggestions for how I should handle the anims? The lever action bit is fine using the 2HandRifle set, but there's no animation for a detachable box mag reload... Also, is there an easy way to get the player's current light level? From what I read with the detection formulas in the GECK wiki, there is a value somewhere used for calculations, but is there a way to reference that number? Edited March 23, 2011 by CaptainXavious Link to comment Share on other sites More sharing options...
rickerhk Posted March 24, 2011 Share Posted March 24, 2011 With the script, have you tried removing all of the current type of ammo, wait a frame or two, switch the weapon to use the different ammo, and see if you get the reload action with the current ammo/clip size? (if the player has that ammo). Then give all the previous ammo back. Link to comment Share on other sites More sharing options...
CaptainXavious Posted March 25, 2011 Author Share Posted March 25, 2011 That was my next theory, though my early tests broke things, but that's probably because I didn't have it wait a frame or two. Thanks. I'll try this out. :) Link to comment Share on other sites More sharing options...
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