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PlaceAtMe not working within a timer? A Limitation?


Kryyss

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Hi, I've been doing some work on my first mod and so far I've been able to figure many things out from looking at pre-existing assets within NV and also getting various helpful tips from folks who posted tutorials and such online. However, I've run into a problem this makes absolutely no sense.

 

Here is the script which produces no explosion at all, yet the debug messages all appear fine so the Timer is running from start to end.

scn TXRMorpheusCritBlastObjScript

ref fTimer ; countdown
int iTick ; which tick?

Begin Gamemode

	if fTimer > 0
	set fTimer to fTimer - GetSecondsPassed ; count down before continuing
		elseif iTick == 0
		ShowMessage TXRDebugTickTick0Msg
		PlaceAtMe TXRMorpheusCritBlast
			set iTick to 1
			set fTimer to 10 ; wait 10 sec
		elseif iTick == 1
		ShowMessage TXRDebugTickTick1Msg
			Disable
		set iTick to 2
			set fTimer to 0.1  ; wait 1/10 sec
			elseif iTick == 2
		ShowMessage TXRDebugTickTick2Msg
			MarkForDelete
			set iTick to 0 ; all done
	endif

End

In short, everything is set up to allow for crits with this weapon to cause an explosion on the target.

 

From everything I've read, all I needed was to do a PlaceAtMe for an Object, which would then run this script to produce the blast and then disable and flag itself for removal. I've seen scripts which use a timer for this process and ones like the Euclid which do not. From what I read, sometimes adding objects to the world and then instantly doing Disable/MarkForDelete doesn't give the game time to add the explosion or item.

 

So when I did PlaceAtMe, Disable, MarkForDelete without any timer I wasn't too surprised that no explosion happened. Next I made it within this Timer... and is STILL doesn't work. But here is the odd thing, If I move the PlaceAtMe outside of the Timer, it produces the blast but spams it continually - even if I add a iDoOnce condition.

 

I've also tried with a different explosion in case there was something odd with the one I was using. But no change.

 

Does anyone know why PlaceAtMe doesn't function within a timer and why the Script insists on spamming the explosion outside of the timer please? Any help would be much appreciated. This is being used on an Automatic weapon btw, if that is of any significance.

 

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