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Teleporting grenade


clanky4

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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 by clanky4
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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

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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
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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.

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