Reneer Posted November 22, 2016 Share Posted November 22, 2016 (edited) This is entirely possible. Here's the basic script for it, but you will need to play around with the properties. Note that I'm visiting family right now so I'm not able to check that this code compiles fully. If you end up using this script, please give me proper credit in your mod. ScriptName RenMIRVQuestScript extends Quest Projectile Property MIRVProj Auto ObjectReference Property MIRVProjObj Auto Explosion Property FatManExplosionMIRVpack Auto Weapon Property MIRVWeap Auto Ammo Property MIRVAmmo Auto Actor Property PlayerRef Auto Int MIRVAmmoCount Int MIRVAmmoCountPrev Event OnInit() Self.StartTimer(0, 0.1) endEvent Event OnTimer(int timerid) if (PlayerRef.IsWeaponDrawn() == true && PlayerRef.IsEquipped(MIRVWeap) == true) MIRVAmmo = MIRVWeap.GetAmmo() MIRVAmmoCountPrev = PlayerRef.GetItemCount(MIRVAmmo) else MIRVAmmo = none MIRVAmmoCount = 0 MIRVAmmoCountPrev = 0 endif if (MIRVAmmo != none && PlayerRef.IsWeaponDrawn() == true) MIRVAmmoCount = PlayerRef.GetItemCount(MIRVAmmo) if (MIRVAmmoCount < MIRVAmmoCountPrev && PlayerRef.InIronSights() == false) ; player fired weapon, so projectile is created MIRVAmmoCountPrev = MIRVAmmoCount MIRVProjObj = Game.FindClosestReferenceOfTypeFromRef(MIRVProj, PlayerRef, 40000) As ObjectReference endif endif if (MIRVProjObj != none) ; got the projectile object if (PlayerRef.InIronSights() == true) MIRVProjObj.PlaceAtMe(FatManExplosionMIRVpack) ; should place the "explosion" right at the ; projectile location MIRVProjObj.DisableNoWait() MIRVProjObj.DeleteWhenAble() MIRVProjObj = none endif endif Self.StartTimer(0, 0.1) endEvent Edit: Made some small code improvements. Edited November 22, 2016 by Reneer Link to comment Share on other sites More sharing options...
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