Jump to content

Help with my glove gun mod


ModderIsLife

Recommended Posts

Hello everyone, I am creating a glove gun mod that when it touches something, destroys it.

 

The fact is that I can not make it work because all the weapons fire forward, and mine would be like releasing a grenade, but without releasing it.

 

I have tried several ways, but the game does not throw projectiles in a flat position.

 

I tried this ...

 

myself.fireweapon magic

but it does not work because it comes out as from my legs or feet, and I need to be able to direct the effect of the weapon to what I want to destroy, that is, through the crosshairs.

 

The closest I've come to it, is to create an explosion in my position, with placeAtMe (with a code of life to not die xD), but having no way to specify the explosion, I just put it with a radio very high, with which other objects and npcs come out damaged.

 

Could someone help me? I'm stuck and I can not think of anything ...

 

Thank you.

Link to comment
Share on other sites

What is "myself" Is this a custom base-ID ?

 

You need to use a Ref-ID ... so in the render window on the object , bring up its Reference window and give it a Ref-ID ... the standard practice is base-id + Ref ... so would be

"myselfRef" If you have more than one then usually the best practice is "myself01Ref" "myself02Ref"

Unless this is a reference created at run time ... then you will need to get the ref and save it in a variable.

The reason you need to use a reference is because of the location and orientation data it holds.

 

Sorry if my presumptions are not even close. But after that it could be the projectile you are trying to use. So if you could explain that. And I assume "magic" is a weapon. Which any weapon should fire through the middle of the model it is called on. But some projectiles might behave oddly , like out the feet.

 

Oh wait ,,, you are calling it on a glove item you are wearing.

So you need to nif skope a weapon node on it. Or just fire the weapon on yourself like this "PlayerRef.FireWeapon Magic"

 

But I wager some blender / nifskope work might be needed for the render you want to see ? Sorry I avoid those tools like the plague myself , but there are many here who are well versed in it. I'm sure they will stop by ... but you may need to post a new title for those tools.

Link to comment
Share on other sites

Thanks for the speed in answering ...

 

Sorry, myself is a standard variable that identifies the player (I mean), ref myself at the beginning of the script and then the actions you want to do with them, has the same function as

 

PlayerRef but I've been using it for a long time in my mods and I've gotten used to it.

 

Magic is an example, it is the type of ammunition that will shoot, grenades, shotgun etc (so the original fireweapon command of the game works), that is not the problem, it always triggers them, the problem is that there is no way to direct "the shot ", as it is not a standard weapon of 1 or 2 hands, I can not use the normal animations of the game that perfectly orientate the shot towards what you aim, and I am forced to force the shot with the fireweapon function.

 

Since no animations are created, the only one that matches my weapon, is onehandmine, but if I use it, I can not point it, I do not know why it happens (I never used mines when I played fallout3 xD), but it must be that the mines do not have an effect immediate real, I know they do not launch, because the animation is to place a mine, but it must be that it only explodes if an npc or something approaches, but the fact is that it does not let me aim, as it is not an animation of a weapon I shot forward.

 

I am from scripts, I have created many mods of fallout3, but unfortunately, I am denied for everything related to 3d, nifskope, blender etc, so I do not know how to do the nodes that you say, there would be no way to do it through code (script)?.

Link to comment
Share on other sites

EDIT:

I no longer need help, I have chosen to forget that my weapon is a glove, both because of the 3d difficulty of the nodes in nif objects and because of the fact that many objects in fallout 3 are vertical, so it would be absurd to create the effect of the shot down instead of forward.

After a lot of work, I managed to create a weapon with effects that show no trace of it being a weapon (the subtlety I was looking for when trying to create the glove) and I no longer have trouble pointing.

Thanks to Mktavish for your help.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...