undyne777 Posted September 7, 2011 Share Posted September 7, 2011 Hello all, I am looking to create a script that switches your weapon to use an underbarrel grenade attachment (essentially temporarily replace the weapon with a version that fires grenades). I have looked for guides/posts that detail this, but for some reason I can't find anything helpful. Does anyone have any suggestions on how to do this (or places where I could read up on how to do it?) Thanks in advance! Link to comment Share on other sites More sharing options...
Ruadhan2300 Posted September 7, 2011 Share Posted September 7, 2011 well, FOSE has script functions which should be able to help...I'm sure I've seen something like this as a FOSE based mod.aside from that, well, you might be able to do something with a change in ammo type.just make its ammo-lists include 25mm grenades or somesuch. or possibly a variant on them that actually references the projectile it needs to use. so yes, very easy assuming I've got this right, but you might end up with a gun that seems to be firing its grenades out of its gun-barrel. it'll look fine if you're not watching too closely though. Link to comment Share on other sites More sharing options...
rickerhk Posted September 8, 2011 Share Posted September 8, 2011 Here's a Rifle/Shotgun script I did for FO3, just playing around. You might start with something like this: scn RHKShogunRifleScript Short iSetup Short ikey Short itoggle Float fhealth short icurKey float fTimer BEGIN ONAdd Player set fTimer to 2 set iSetup to 0 END BEGIN Gamemode IF iSetup == 0 if (fTimer < 0) ;timer prevents CTD IF fhealth == 0 Set fhealth to .95 EndIF Set ikey to 35 ; H - press H key to switch Set iSetup to 1 else set fTimer to ftimer - GetSecondsPassed return endif EndIF IF (itoggle == 0) IF (icurKey && IsKeyPressed icurKey) ;Makes sure key is only registered once return Else set icurKey to 0 Endif IF (IsKeyPressed ikey) Set itoggle to 1 Set icurKey to ikey Endif Endif IF itoggle == 1 Set itoggle to 0 IF Player.getEquipped RHKWeapHuntingRifle == 1 Set fhealth to (Player.GetWeaponHealthPerc) / 100 player.AddItemHealthPercent RHKWeapShotgunCombat 1 fhealth 1 player.equipitem RHKWeapShotgunCombat 0 1 Player.removeitem RHKWeapHuntingRifle 1 1 ElseIF player.getEquipped RHKWeapShotgunCombat == 1 Set fhealth to (Player.GetWeaponHealthPerc) / 100 player.AddItemHealthPercent RHKWeapHuntingRifle 1 fhealth 1 player.equipitem RHKWeapHuntingRifle 0 1 player.RemoveItem RHKWeapShotgunCombat 1 1 Else if (Player.GetItemCount RHKWeapShotgunCombat) Player.AddItemHealthPercent RHKWeapHuntingRifle 1 fhealth 1 Player.RemoveItem RHKWeapShotgunCombat 1 1 endif Player.EquipItem RHKWeapHuntingRifle 0 1 EndIF ENDIF END Edit:Both weapons have this script on it. Link to comment Share on other sites More sharing options...
undyne777 Posted September 8, 2011 Author Share Posted September 8, 2011 Thanks Ruadhan2300 and rickerhk! I'll play around with this/try to figure it out a little bit. I think the hotswap is probably the best bet. I also found an interesting option that Earache explained on another forum that I might look into. Thanks again! Link to comment Share on other sites More sharing options...
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