LonesomeCoyote Posted March 26, 2018 Author Share Posted March 26, 2018 It's a step up from using staggered Enclave Bunker Walls, that's for sure. I found what I am happy with as a good trajectory for a BB, tonight I am hoping to start messing the Speed and Gravity to see how they work together and come up with an equation for scaling. Link to comment Share on other sites More sharing options...
LonesomeCoyote Posted March 26, 2018 Author Share Posted March 26, 2018 Just curious, but did ya ever get around to mess around the sgtm effect? Link to comment Share on other sites More sharing options...
EPDGaffney Posted March 26, 2018 Share Posted March 26, 2018 Right, I knew I forgot something. Not yet, but I will. Link to comment Share on other sites More sharing options...
LonesomeCoyote Posted March 26, 2018 Author Share Posted March 26, 2018 (edited) Just curious if you get similar results. Seeing what happens with others computers will give me an idea of how to tune things properly. I don't have much time to work on it tonight but tomorrow I'll put some more work into it. If you can't get to it tonight, no worries. Edited March 26, 2018 by LonesomeCoyote Link to comment Share on other sites More sharing options...
LonesomeCoyote Posted March 26, 2018 Author Share Posted March 26, 2018 I'm also noticing another interesting behavior as I am testing. The lesser the value of Gravity, the less "innate" spread I am getting from the projectiles. Link to comment Share on other sites More sharing options...
LonesomeCoyote Posted March 26, 2018 Author Share Posted March 26, 2018 (edited) On a side note, as of yet I haven't been able to get SetProjectileTraitNumeric to work. The exact input I am trying is SetProjectileTraitNumeric 9mmBulletProjectile 1 2.37 to change value of Gravity. Perhaps I am using it incorrectly. Edited March 26, 2018 by LonesomeCoyote Link to comment Share on other sites More sharing options...
EPDGaffney Posted March 26, 2018 Share Posted March 26, 2018 I'm after testing the SetTraitNumeric function in the console and it worked fine for me. I turned my dynamite into a missile type and played with the gravity for some fairly hilarious results. I tried with the reference and the base ID, but I think the base ID is what was doing it. If you were getting your ID by clicking on your projectile after it had been fired, that's not the base object, but you can get the base object by typing GBO after clicking on it in the console. Can't remember now, are you using JIP LN? If not, then the function won't work. You should absolutely be using JIP LN, though. What about NVSE? And make sure both are up to date. Link to comment Share on other sites More sharing options...
LonesomeCoyote Posted March 26, 2018 Author Share Posted March 26, 2018 Yes, I am using both, and they should be up to date though I haven't check in a couple weeks. I'll try it again with the BaseID instead, the link you sent a while ago was saying to use the RefID Link to comment Share on other sites More sharing options...
LonesomeCoyote Posted March 26, 2018 Author Share Posted March 26, 2018 I'm wondering if there is a console command to erase bullet impact decals. At this point in my testing I have my control. Now I am scale testing. Link to comment Share on other sites More sharing options...
EPDGaffney Posted March 26, 2018 Share Posted March 26, 2018 True. I think I've read that sometimes 'ref' can refer to the base object, though I don't understand why that would be. I didn't even look, because I suspected that something that affects an entire form like that would have to be called on the base object anyway. And if you look at the example, it uses the base object's editor ID: SetProjectileTraitNumeric 12GaSlugProjectile 0 4Anyway, have a go that way and see what you get. Link to comment Share on other sites More sharing options...
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