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LonesomeCoyote

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So, I think I may have figured out a way to get that values I need. It's combining your suggestion with something I thought of to make things easier to test. Here's what I was thinking.

 

Set up a shooting range somewhere, have an object to stand behind that blocks the player from aiming downward (so you can get a fairly close straight, horizontal shot off.) Down range on the ground, have markers that mark certain distances from the back of the object you're standing behind. Use a decal that is easy to see for the projectile when it hits the ground.. I was thinking about using the BB Gun for this test, as it's short range and I can base calculations off this as easily as any other projectile. Scaling is easy. In other words, if I can get a good set up going for the BB, I can base everything else off of that.

I can do the adjustments and testing for the projectile, however I have NO idea how to set up the worldspace and objects to make this work. Any ideas or flaws you can see in this?

Edited by LonesomeCoyote
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The Hitman mod I referenced earlier is basically ammo checking with an animation. You take out the magazine to check how much ammunition is left in it. It also does the same thing for weapon condition. Gunetwork is weird like that, you gotta have an account and some things not even just having an account is enough.

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This was exactly what I meant when I said you'd need to test. Down to the trap gun even.

 

With a combination of Google and the current community wiki (the Bethesda one is outdated but it is not necessarily bad)

https://geckwiki.com/index.php/Main_Page

you really should be all right, in terms of setting up your test area.

 

I would do an interior cell. Just duplicate an existing one that you think would work and then modify that. In the Cell View window, right-click on the one you like and click Duplicate Cell. Remember that if you duplicate it (or if you don't, really), you can completely alter the lighting via the cell's Image Space, accessed by right-clicking and selecting Edit. So if you like the placement of the walls or think the furniture is set up good for this but it's too dark, it's very easy to modify that. An exterior cell and worldspace would be completely unnecessary and in the GECK is quite the headache.

 

I'm looking at the trap shotgun now. Let me know if you have specific questions. My idea would be to remove the tripwire and make the gun activable by the player from behind it. Still have to look at the gun first, so I'll get back to you.

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Yeah, this is much how they test firearms in real life. Granted, I doubt they do it with BB's but I figure it'd be easiest to start with the smallest and scale it up from there.

I'll look at it after I finish trying to fix Shotgun's VATS issues. Thinking about just making YUP a master since it already addresses several of the vanilla weapon/projectile issues. It'll save me a lot of time and just about everyone uses YUP anyhow.

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You can just use FNVedit to copy the records you need. They gave me permission, but I don't remember were they citing their general permission rules or was that specifically for me. You can check the mod page to be sure.

 

Or you can make YUP a requirement. I do think it's one of the safer mods out there to require your users to get, but there's still always that risk that someone won't want to download that separate mod, especially one that changes so many things (we know it's safe, but you may not want to force it on someone all the same).

 

Comes down to making that executive decision. If it's a lot of records, I'd personally probably still copy them (if allowed), but I find it understandable if a mod author would prefer just to make it a required master.

 

Edit: Not sure what fixes you mean, but I wouldn't expect VATS to play any role in your gravity tests anyway.

Edited by EPDGaffney
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All right, so, I've looked at the trap shotgun, and the way it works is that it has an OnActivate block in its script that simply simulates firing a shot from any weapon specified, and in this case they're specifying the shotgun. It doesn't use any ammo. I had no idea this function was even available, but it's incredibly convenient:

https://geckwiki.com/index.php/FireWeapon

 

So, you'll duplicate the trap shotgun, and then make a new script, which will be this:

scn GravTestBBScript ;this is your script's name, so make it whatever you want.

Begin OnActivate
    FireWeapon WeapBBGun
End

I haven't noticed this VATS problem with shotguns, but sometimes the game is that buggy that I sort of 'check out' when I notice a bug and forget about it. Haven't done much with shotguns, but I was considering making my next character specialise in them, so I may want to look into this.

Edited by EPDGaffney
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