mindboggles Posted September 18, 2016 Share Posted September 18, 2016 An invisible weapon is possible, but getting and setting coordinates in script is very heavy on the engine. It might be possible to do these things yes, but doing it all in one frame, I think it would be clunky and slow and feel bad honestly. This kind of thing should be done at engine level and not in a script. If the script engine was multi-threaded and event based then it would be better, but obscript is single threaded.It's possible to do with robots that have fixed weapons, much easier to get a position. Trouble with human actors is you have a mix of animations (blending etc.) so getting a firm position for the 2nd node is really difficult. Link to comment Share on other sites More sharing options...
RoyBatterian Posted September 19, 2016 Share Posted September 19, 2016 I would think Hopper, Xilandro or someone else has already tried it long ago. This isn't the first thread I've seen on it, so I figured as much. :smile: There's lots of threads about horses and other stuff from Oblivion too, they just pulled it all out of the engine. Sure you can extend the engine with plugins, there are quite many for Oblivion but no one has really gone past script extension in the Fallout engines. JIP and Pelinor have with the UI though. Link to comment Share on other sites More sharing options...
ILikeToPunch Posted September 19, 2016 Share Posted September 19, 2016 Try asking this guy\person: Link to comment Share on other sites More sharing options...
ZurinArctus85 Posted September 20, 2016 Author Share Posted September 20, 2016 See? I wasn't wrong. Link to comment Share on other sites More sharing options...
RoyBatterian Posted September 20, 2016 Share Posted September 20, 2016 Never said it was impossible, just unlikely. That video is almost a year old now too. Link to comment Share on other sites More sharing options...
uhmattbravo Posted September 20, 2016 Share Posted September 20, 2016 OK, but, none of the actual issues mentioned were addressed. Yes it had animations, yes, when they turned off god mode the ammo went down appropriately, but not once was either hand firing independently. It was always either 1-2 or just both at the same time (the uzis). Then there's the fact that both hands equipped as one every time. That could have been a clever workaround, but it could also replace the single versions of those weapons as well. That's still not like in skyrim where both hands equip and attack independently. If that's all you're looking for, see if the author ever uploaded it anywhere, but be prepared for the possibly that you may not be able to single wield with it. Link to comment Share on other sites More sharing options...
SKYZOO Posted September 20, 2016 Share Posted September 20, 2016 In this video link here: https://www.youtube.com/watch?v=b0eLWyokJf0 (complete with reload animations and all) Hitman47101 himself explains in in good detail in the comments section the troubles he encountered trying to achieve a working independent dual wield system. He was working with Xilandro on it I believe, but stated that neither party felt it was worth the time involved to actually pull it off properly and in another comment it mentions that the assets were lost over time, which really sucks. :sad: As for the above video, I don't see any continued work on his front either. :unsure: Maybe one day we'll see it in some functioning capacity. Link to comment Share on other sites More sharing options...
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