Brandon007 Posted June 30, 2017 Share Posted June 30, 2017 Hello everyone. Working on a really neat weapon for FO4, and Im having the smallest cosmetic issue with my script. The projectile and everything works so far, but the projectiles of the weapons using this script still remain after the explosion has been spawned. ScriptName Spartan_Plasma_TimedExplosion extends activemagiceffect ;-- Properties -------------------------------------- Explosion Property PlasmaExpl Auto Const Sound Property SoundEffect Auto ;-- Variables --------------------------------------- ;-- Functions --------------------------------------- Event OnEffectStart(Actor akTarget, Actor akCaster) Actor Target = akTarget Utility.Wait(3) SoundEffect.Play(akTarget) Utility.Wait(0.5) Target.PlaceAtMe(PlasmaExpl as Form, 1, False, False, True) Dispel() EndEvent Anyone know how to have the script remove the projectile after the Target.PlaceAtMe line? The script has to work for multiple different projectiles >-< Link to comment Share on other sites More sharing options...
SMB92 Posted July 2, 2017 Share Posted July 2, 2017 You might cast the projectile as a reference first, saying adding Form kPlasmaExplosion = PlasmaExpPlayer.PlaceAtMe(kPlasmaExp)Utility. Wait(time it takes for explosion that you know) kPlasmaExplosion.Delete() Etc etc I'm not familiar with projectiles and script for them but I do similar thing to clean up actors. On my phone typing this so hopefully. It makes sense Link to comment Share on other sites More sharing options...
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