VladimirTopolskiIII Posted November 19, 2016 Share Posted November 19, 2016 (edited) A while ago, I requested a mod that makes it so that the Fatman MIRV is controllable via right-click. No one replied, so I decided to take things into my own hands and learn the Creation Kit. From what I (think that I) understand, the "FatManExplosionMIRVpack" is the part where the projectile splits up. How can I change trigger for this from a timer, to the user right-clicking, like the goal? (If I am wrong about the "FatManExplosionMIRVpack", please correct me. I also imagine this would make the weapon quite buggy for NPCs, though, If anyone has an idea for a fix, please tell me. Edited November 19, 2016 by VladimirTopolskiIII Link to comment Share on other sites More sharing options...
shavkacagarikia Posted November 19, 2016 Share Posted November 19, 2016 What do you mean by saying "controllable via right-click"? Link to comment Share on other sites More sharing options...
VladimirTopolskiIII Posted November 19, 2016 Author Share Posted November 19, 2016 (edited) What do you mean by saying "controllable via right-click"?It means that the 6 mini nukes separate (and change trajectory, like the normal MIRV does) when the player right-clicks, instead of after a 0.6 (second?) timer. It doesn't have to be a right click, just a keyboard or mouse button (maybe a second left-click? Pretty much any button immediately accessible by the player will work.) Edited November 19, 2016 by VladimirTopolskiIII Link to comment Share on other sites More sharing options...
Comiconomist Posted November 19, 2016 Share Posted November 19, 2016 I think that as described this would be a very difficult mod to make. The problem is that as far as I can tell there is no way to attach scripts to projectiles and hence no way to get a projectile to explode except for the ones shown in the Creation Kit (i.e. impact, proximity or timing). I suggest taking a look at Sean_s's Grenade Expansion Pack http://www.nexusmods.com/fallout4/mods/16404/? - he adds a grenade launcher that can fire multiple types of grenades by switching weapon mods on the fly. I think you could do something similar: create different MIRV mods that each fire MIRV projectiles with different time delays. It's not exactly what you want (it would require the player to judge distance, flight path and flight speed quite well to be accurate) and it is substantially more work than just clicking a magic "give this projectile remote detonation capability" button, but I think it's the closest we'll be able to get for a while (who knows how much magic we'll get out of the Script Extender one day). Link to comment Share on other sites More sharing options...
VladimirTopolskiIII Posted November 20, 2016 Author Share Posted November 20, 2016 Darn! You really can't script a projectile? Any way to attach the script to the weapon? Link to comment Share on other sites More sharing options...
VladimirTopolskiIII Posted November 20, 2016 Author Share Posted November 20, 2016 Or make the timer trigger a variable somehow? Link to comment Share on other sites More sharing options...
Comiconomist Posted November 20, 2016 Share Posted November 20, 2016 I've never seen a script on a projectile, projectiles don't have a script section in the Creation Kit, and nothing on the Creation Kit wiki alludes to scripts on projectiles - so if there is a capability to script projectiles, it is hiding very well. It hadn't occurred to me to put the script on the weapon, which is potentially the obvious solution. The script would have to do the following: - Whenever the player fires the weapon (can be done, e.g. https://community.bethesda.net/thread/9445?start=0&tstart=0) - Start a timer and look for the player to trigger the detonation (papyrus has no concept of "right click" so it will have to be a player action papyrus knows, such as equipping an item) - When the timer runs out or the player triggers the explosion (easy) - Spawn an object with a script that immediately creates the standard MIRV explosion (not that hard) - Place the object where the projectile currently is (???????????????????) I have no idea how to spawn an object where a projectile is, because I don't know of any way to keep track of a projectile in papyrus. If someone can figure that out then the rest is doable, but I suspect that projectiles are handled by a part of the game not exposed to papyrus. Link to comment Share on other sites More sharing options...
VladimirTopolskiIII Posted November 20, 2016 Author Share Posted November 20, 2016 The link leads to a 404. Don't worry, I found the thread though: https://community.bethesda.net/thread/9445?start=0 Link to comment Share on other sites More sharing options...
VladimirTopolskiIII Posted November 20, 2016 Author Share Posted November 20, 2016 Can the timer be a variable that is set when the player releases the mouse? (I.E. player presses down mouse, weapon fires, keeps holding mouse, releases mouse, MIRV animation plays? Link to comment Share on other sites More sharing options...
shavkacagarikia Posted November 20, 2016 Share Posted November 20, 2016 I'm afraid you cant do what you want as there are no key listener functions for fo4, you will have to wait for F4SE team to add them. Link to comment Share on other sites More sharing options...
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