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LonesomeCoyote

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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 by LonesomeCoyote
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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 by LonesomeCoyote
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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.

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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 4

Anyway, have a go that way and see what you get.

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