ozziefire Posted May 29, 2011 Share Posted May 29, 2011 (edited) I have all the latest updates working ok, I have latest GECK powerup and have put the NVSE plugin in but can't seem to get the NVSE commands to work in a script, I just get syntax errors, I am trying to script shotguns to change spread and projectiles depending on the rounds loaded, this is an effect script put into the shotgun. ScriptName 0ShotgunRoundEFFECTScript ref refOwner ref refWeapon ref refAmmo short intNumProj short indBallDamage float floatSpreadMult float floatCritDamage Begin ScriptEffectStart Set refOwner to GetContainer Set refWeapon to refOwner.GetSelf refWeapon.GetWeaponAmmo refAmmo If refAmmo == "Ammo20GaSlug" Set intNumProj to 1 Set floatSpreadMult to 1 Set floatCritDamage to 7 EndIf If refAmmo == "Ammo20Ga" Set intNumProj to 6 Set floatSpreadMult to 1.4 Set floatCritDamage to 2 EndIf refWeapon.SetWeaponNumProjectiles intNumProj refWeapon.SetWeaponMinSpread floatSpreadMult refWeapon.SetWeaponCritDamage floatCritDamage End Edited May 29, 2011 by ozziefire Link to comment Share on other sites More sharing options...
Skevitj Posted May 29, 2011 Share Posted May 29, 2011 Are you loading up the geck in the way you're told to: ie, using the "-editor" tag with the nvse loader? As a side note though, you can change all those effects just by changing the ammo properties, no need to script anything. Just look at how it's done for existing ammo, ie, Slug vs Buckshot. Link to comment Share on other sites More sharing options...
ozziefire Posted May 29, 2011 Author Share Posted May 29, 2011 (edited) Are you loading up the geck in the way you're told to: ie, using the "-editor" tag with the nvse loader? As a side note though, you can change all those effects just by changing the ammo properties, no need to script anything. Just look at how it's done for existing ammo, ie, Slug vs Buckshot.Doh, Doh, thanks mate, that was the problem, I really should read instructions more thoroughly, I had found where to change spread etc but even creating a new ammo effect to actually change the number of projectiles or critical chance doesn't seem to be an option, and number of projectiles is a pretty intergral part of shotgun rounds functioning to some degree of realism, unfortunately this means NVSE is required to use my mod if it works as I want it :) Edit: damnit I just found Projectiles Per Shot in the Ammo itself :) Edited May 29, 2011 by ozziefire Link to comment Share on other sites More sharing options...
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