clanky4 Posted April 12, 2018 Share Posted April 12, 2018 (edited) Does anyone know of anyway to make a grenade run a non-effect script? Specifically teleport/moveto an NPC once it explodes? I know that in the GECK Explosion has a "Placed Impact Object" which will effectively placeatme whatever object it is referencing. Thinking about I could have the "Placed Impact Object" place an activator that moveto the NPC to itself and then markfordelete the activator. It'd be a fairly clunky solution though, might cause that "save game bloat" I've heard about. I'll see if that works. Edit: That didn't work. Any help would be appreciated. Edited April 12, 2018 by clanky4 Link to comment Share on other sites More sharing options...
EPDGaffney Posted April 13, 2018 Share Posted April 13, 2018 I'm not actually clear on what you want to do, but I'm confident that if you explained it a bit more, it can be done. Link to comment Share on other sites More sharing options...
uhmattbravo Posted April 13, 2018 Share Posted April 13, 2018 From what i've read, it seems that using disable MarkForDelete on a ref spawned during gameplay should avoid save game bloat. In any case, I haven't noticed any detrimental effect using a setup extremely similar to what you seem to be describing for the radio on this: https://www.nexusmods.com/newvegas/mods/61947 It even uses an activator placed by an explosion like you describe Link to comment Share on other sites More sharing options...
clanky4 Posted April 14, 2018 Author Share Posted April 14, 2018 Thank you very much for the assistance. I've been trying to get to work for such a long time. The radio script that mattbravo suggested had just the missing element: GetSelf. Never knew that was a thing. Here is the script: scn ZMODActivatorScriptTeleportTest short DoOnce ref ImpactLoc begin GameMode if DoOnce == 0 ;only do this once set DoOnce to 1 set ImpactLoc to GetSelf ;set the "impactloc" to the activator ZMODNPCREF.disable ;disable, enable, and resurrect the NPC ZMODNPCREF.enable ZMODNPCREF.resurrect ZMODNPCREF.moveto ImpactLoc ;move the NPC to "impactloc" Disable MarkForDelete ;get rid of the activator endif end Link to comment Share on other sites More sharing options...
EPDGaffney Posted April 14, 2018 Share Posted April 14, 2018 I see. I thought you wanted to make a grenade that anyone could use at any time that would teleport around the place or teleport people around the place based on...I don't know, really, based on something that had been as yet undisclosed. So this was like a special event sort of thing for a specific part of a quest or something. Link to comment Share on other sites More sharing options...
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