ghost23d Posted January 27, 2019 Author Share Posted January 27, 2019 (edited) Possibly, unfortunately i thought the same thing to i switched the source from an actor to another xmarker, ie Cast(XMarker1,XMarker2) same behavior... however same principle using havok disabled wooden buckets somehow works as it says on the tin.. creation kit black magic man.... Edited January 27, 2019 by ghost23d Link to comment Share on other sites More sharing options...
ghost23d Posted January 27, 2019 Author Share Posted January 27, 2019 U guys got ny ideas how to turn off gravity, or at least falling velocity for a few seconds. i know offJumpFallVelocityMin but i dont think it does anything, tried increase and decrease at runtine and from esp... no dice Link to comment Share on other sites More sharing options...
ghost23d Posted January 27, 2019 Author Share Posted January 27, 2019 Found it... fInAirFallingCharGravityMult:Havok setini, default is 1.35, Link to comment Share on other sites More sharing options...
ghost23d Posted January 27, 2019 Author Share Posted January 27, 2019 (edited) Next hurdle that has me completely stumped so far... i need to get the location of a spawned object from an explosion, but in another script, have no idea how to call access script/ object ref that doesnt exist till runtime from one that does Edited January 27, 2019 by ghost23d Link to comment Share on other sites More sharing options...
SKKmods Posted January 28, 2019 Share Posted January 28, 2019 Rather than hand out fish, have a fishing rod: search the base game scripts folder ...\Fallout 4\Data\Scripts\Source\Base for explosion and see what methods are used depending on how you originate the explosion. Link to comment Share on other sites More sharing options...
ghost23d Posted January 28, 2019 Author Share Posted January 28, 2019 (edited) Continuing with the fishing rod metaphor, i figured out the issue with passing vars at runtime... but i ran into another issue with the MGEF iam using to spawn objects....it collides with the player even though the target condition is set to (IsGetId) = Player == 0, am i not understanding the way target conditions are used? i assume that if the target is the player and the conditions state >player false< it ignores that object? or is that more to do with Projectile Collision Layer Settings in the actual projectile entry Edited January 28, 2019 by ghost23d Link to comment Share on other sites More sharing options...
Evangela Posted January 29, 2019 Share Posted January 29, 2019 On 1/27/2019 at 11:38 PM, ghost23d said: Next hurdle that has me completely stumped so far... i need to get the location of a spawned object from an explosion, but in another script, have no idea how to call access script/ object ref that doesnt exist till runtime from one that does Place a script on the spawned object's base object, and put an OnLoad event on it. In the event assign its xyz position values to external properties in another script, then disable/delete the object(if you don't intend for it to stick around). Something like.. Quest property myQuest auto Event OnLoad() myQuestScript mQS = myQuestScript as myQuest ; because all that typing.. mQS.spawnedPosX = self.x mQS.spawnedPosY = self.y mQS.spawnedPosZ = self.z ; assuming that even the native xyz objectreference properties take the same times to return.. Utility.wait(1.0) Disable() Delete() EndEventSyntax probably wrong, I don't mod/play FO4 anymore, but that is the general idea of it. self.xyz.. if give errors, then can use GetPositionXYZ(). Alternatively, if you want the actual location.. then call self.GetCurrentLocation(). If you want the coordinates the object spawned in(which would be the cells' coords in the exterior world), floor[divide xyz by 4096]. Negative coords need to be -1 or the coordinate will be one off. There I'm out of this thread now. Link to comment Share on other sites More sharing options...
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