TommInfinite Posted June 3, 2016 Share Posted June 3, 2016 Does anyone know if this works? Throwing spear can be picked (according to GECK) but when I try to do it there is no activation prompt. Is there a weapon whose projectiles can be picked in-game? Link to comment Share on other sites More sharing options...
Ladez Posted June 3, 2016 Share Posted June 3, 2016 I've tried to accomplish this before without any luck. Whatever that tick box does, it doesn't seem to have anything to do with picking up projectiles. But if you're sneaky, it might be possible to use an OnActivate event (NVSE) to add an item and delete the reference from the world. Link to comment Share on other sites More sharing options...
TommInfinite Posted June 3, 2016 Author Share Posted June 3, 2016 Thanks. I was interested in this because I wanted to know whether I needed to bring up crosshair when player has projectile in their reticle. Less work for me then. :smile: Link to comment Share on other sites More sharing options...
miguick Posted June 6, 2016 Share Posted June 6, 2016 From my experience you can't pick up missile type projectiles using the controls, that flag is only useful to lobber types, like mines. You can however pick them if you grab the reference with a script or the console and use "Activate". To avoid leaving a picked reference in the world (kinda bloaty) be sure to use use "Activate 1". Link to comment Share on other sites More sharing options...
TommInfinite Posted June 6, 2016 Author Share Posted June 6, 2016 Of course - mines! Totally forgot about them. Thanks! Link to comment Share on other sites More sharing options...
TommInfinite Posted June 6, 2016 Author Share Posted June 6, 2016 Also player activates it themselves like normal activation so I do not have to do it via script. Link to comment Share on other sites More sharing options...
weijiesen Posted June 7, 2016 Share Posted June 7, 2016 You could do it the lobber way, yes.http://i.imgbox.com/I8tmtiOl.gif Also you can use a dummy explosion, and PlacedImpactObject to replicate the effect. Say for the "legion coinshot" shotgun ammo, either method would work. Use lobbers, or have the coinshot use a PlacedImpactObject, which ITSELF could even have a script for 50% chance of undamaged coin, and 50% chance for bent coin. Link to comment Share on other sites More sharing options...
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