usaf9211 Posted May 14, 2016 Share Posted May 14, 2016 I had the other post about the artillery and no one replied, so I'm simplifying it. All I want to do is have an explosion go off when a player walks into an area. I've been trying to use the "defaultactivcateselftrigger" and using a objectref script to a mini nuke projectile, but it doens't ever spawn in game. I think I am close but maybe missing a simple step. Anyone? Link to comment Share on other sites More sharing options...
c303c Posted May 16, 2016 Share Posted May 16, 2016 Hey it's me again, as I've said before I'm new to Creation Kit but I am not new to the concept of spawning things. Whenever I need to spawn in an item for 3D simulations (water, spheres, billboard textures, ect) I use an emitter that just shoots the object how ever many times I want and velocity I want. I have not been able to locate a generic emitter in CK but I know there are emitters in the game. But if you can't find an emitter I would suggest creating your own object (the object doesn't even have to have a model) with the explosion properties and drop it in the game where you want it to go off then link the scripts to it. That way it's already in the game and has no need to be spawned in. Link to comment Share on other sites More sharing options...
usaf9211 Posted May 16, 2016 Author Share Posted May 16, 2016 If I were to create a new object, would it matter what type it is? Would it actually shoot something out or simple trigger an explosion? Link to comment Share on other sites More sharing options...
KataPUMB Posted May 16, 2016 Share Posted May 16, 2016 (edited) Explosion Property ExplosionIWannaTrigger Auto ConstSearch the code of the mines and learn how to trigger once "player is near" and simply game.getplayer().placeatme(ExplosionIWannaTrigger). http://www.creationkit.com/fallout4/index.php?title=PlaceAtMe_-_ObjectReference Edited May 16, 2016 by KataPUMB Link to comment Share on other sites More sharing options...
usaf9211 Posted May 16, 2016 Author Share Posted May 16, 2016 I've been looking through the mines but can't find any of the scripts. Any idea where to look? Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted May 16, 2016 Share Posted May 16, 2016 Can't just do a "...mineprojectile" that has a 0 timer and whatever radius that encompasses the area you want, with "can be disabled" and "can be picked up" turned off (maybe "penetrates geometry" off so it can be placed below ground, and thus, unseen)?No scripting needed. Edit: Was said thinking you wanted it up close. However, would work fine for a distant explosion, I would think, just need a wide enough radius. Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted May 16, 2016 Share Posted May 16, 2016 <snip>Whoops, wrong thread, heh. Link to comment Share on other sites More sharing options...
usaf9211 Posted May 16, 2016 Author Share Posted May 16, 2016 (edited) So I ended up using the 3rd script down on this post and it works, but it seems like the artillery explosions just happen when I load into the area instead if when I walk into the zone. I made sure to check player activated too. Edited May 16, 2016 by usaf9211 Link to comment Share on other sites More sharing options...
c303c Posted May 16, 2016 Share Posted May 16, 2016 Did you create the triggerzone? Link to comment Share on other sites More sharing options...
KataPUMB Posted May 17, 2016 Share Posted May 17, 2016 I've seen in the SM Event Node tab (character tab in the CK) that there's a quest for triggering the mines. http://i.imgur.com/d7SexSj.png Link to comment Share on other sites More sharing options...
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