Mktavish Posted May 28, 2018 Share Posted May 28, 2018 Okies so to explain what I mean there if was confusing ... And I will just use an activator running a script with "Begin OnActive" instead of second event handler since I am uncertain how those work. But to take your script posted in #1 up to the point of where it is just getting and saving positional data.This point I think ... ;CHECK IF HIT WAS FATAL if eval fHealth < fHitDamage MyActivator.SetVariable fposx to fPosNewX ; sets variable in other scriptMyActivator.SetVariable fposy to fPosNewYMyActivator.SetVariable fposz to fPosNewZ MyActivativator.Activate ;endif'sEnd ~~~~~~~~~~~Then the activator script , which that activator is set as a quest item so is always loaded.~~~~~~~~~~~ Float fposxFloat fposyFloat fposz Begin OnActivate MadpusherRef.SetPos X fposxMadpusherRef.SetPos Y fposyMadpusherRef.SetPos Z fposz End ~~~~~~~~~~~~~~ IDk , need some detail working out , but just to give you the concept idea . Link to comment Share on other sites More sharing options...
KiCHo666 Posted May 28, 2018 Author Share Posted May 28, 2018 Sorry for not checking this. I was trying something else.Here's a video of working version: Point of mod is to add momentum to actors after they die. You can see how after I kill someone, their body continues to go in a way they were heading (sometimes exaggerated when in slow motion). That doesn't happen in vanilla game. However, I use Callback delay to achive that. So it creates a gap between pusher and actor.What you wrote here is similar to what EPDGaffney proposed, so I'll need to check that out.Thanks! :) Link to comment Share on other sites More sharing options...
Mktavish Posted May 28, 2018 Share Posted May 28, 2018 Well I guess I am confused now more than ever ... this is a video of your mod working ???If so ... what is the problem ... and if it is someone elses mod , why not just use theirs' ? But LOL ... that was similar to what EPDGaffney said ?Sheesh ... I guess I am not very observant :cool: Link to comment Share on other sites More sharing options...
KiCHo666 Posted May 28, 2018 Author Share Posted May 28, 2018 (edited) Yes, the mod works, but not in single frame like I wanted. This is more of a workaround.It's my mod and I made the video. He told me that in PM, not here. :smile: Edited May 28, 2018 by KiCHo666 Link to comment Share on other sites More sharing options...
Mktavish Posted May 28, 2018 Share Posted May 28, 2018 Yes, the mod works, but not in single frame like I wanted. This is more of a workaround.It's my mod and I made the video. He told me that in PM, not here. :smile: Oh thanks , was feeling like my mind maybe starting to go , with the only solace that great minds think alike :happy: So with it rendering what need be done for the player to see ... you are just trying to make it less process intensive ? Since this will be common scripting ran throughout the game. By the way ... it looks very good , and was an awesome enhancement idea to come up with :thumbsup: Link to comment Share on other sites More sharing options...
Mktavish Posted May 29, 2018 Share Posted May 29, 2018 Did you ever play PainKiller ?I seem to remember dead units flying through the air like that. Ya what up with the Fallout vanilla ... units just die in place irrespective of the velocity they were traveling.Nice addition ;) Link to comment Share on other sites More sharing options...
KiCHo666 Posted May 29, 2018 Author Share Posted May 29, 2018 Yeah, I played it. Loved it.Well, that and the weapon "Kill Impulse" lauches enemies backward in very artificial way, so I got rid of that as well. Link to comment Share on other sites More sharing options...
dubiousintent Posted May 29, 2018 Share Posted May 29, 2018 While I agree with you about the "kill impulse", Hollywood has conditioned people to expect it. Might want to consider making that an option. -Dubious- Link to comment Share on other sites More sharing options...
KiCHo666 Posted May 29, 2018 Author Share Posted May 29, 2018 Problem is, Kill Impulse will cancel out momentum, so it's one or the other. Link to comment Share on other sites More sharing options...
dubiousintent Posted May 30, 2018 Share Posted May 30, 2018 Too bad. Suggest you make that clear in the mod description when you post it. Looks very interesting, indeed. -Dubious- Link to comment Share on other sites More sharing options...
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