SGTbayk47 Posted March 11, 2019 Share Posted March 11, 2019 Hi all, I'm currently having trouble with projectiles placed via script. I have the script set up to place a securitron missile projectile at a specified xmarkerheading. However when placed the missile doesn't move as if it has been fired, which is the effect I want. It just remains stationary emitting the trailing smoke etc. In the script the projectiles are placed inside a gamemode block, as I want several to appear in sequence with a timer, which is working. I have just tested and if I move the spawning of the projectiles to an onactivate block they work as intended, and move as if they have been fired. Any help getting the projectile to work from an onactivate block would be appreciated. Thanks in advance BayK Link to comment Share on other sites More sharing options...
uhmattbravo Posted March 11, 2019 Share Posted March 11, 2019 You need something to fire them. I've done it for a few things, myself. Basically, I used an Activator with a projectile nodes in the .nif, set up a weapon form that fires an embedded weapon from that projectile node, and just used '(RefID).fireweapon (weapon formID)' in the script. Link to comment Share on other sites More sharing options...
SGTbayk47 Posted March 11, 2019 Author Share Posted March 11, 2019 Awesome! I just replaced the placeatme with the fireweapon function and it works perfectly from the X markers I had set up already. Thanks for the quick response :) Link to comment Share on other sites More sharing options...
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