gman517 Posted August 21, 2019 Share Posted August 21, 2019 (edited) I've noticed that my scripted explosions so far do not belong to player and as such so xp or karma is given or taken. Is this possible for Fallout3? Also how would you script a detonator for on use instead of drop given that OnFire is New Vegas only according to the wiki? Edit: Even if not possible. I would like to know as this will be part of a mod to be released. I mean right now I could blow up the world and everyone in it and my karma would still be very very high. So if not possible I may need to scrap the idea. Edited August 21, 2019 by gman517 Link to comment Share on other sites More sharing options...
Mktavish Posted August 23, 2019 Share Posted August 23, 2019 All I can think is to attach an object effect to the explosion which has a script archetype base effect.Then the script will check for actor refs within a distance , see if they are hit / dead / whatever.Then assign xp and karma based on that. Makes sense a time bomb would not cause npc's to automatically suspect the player though. Therefore not start attacking you after the explosion.But you could run a get detected check when placing the time bomb I suppose. I've got an idea for how to place or throw the time bomb , instead of just dropping it from inventory. I'll post it in the other thread. Link to comment Share on other sites More sharing options...
gman517 Posted August 25, 2019 Author Share Posted August 25, 2019 (edited) Since my custom grenade topic is solved im continuing here on the subject of XP + Karma. So i have a fake explosion with an explosive enchantment attached. This was done to learn about the archetypes of scripting. Thing is. I STILL can't get the resulting explosions to belong to me. I did some testing and found that the only time that I got the XP was when the originating bullet was a Direct Hit. Not the explosion placed on my target after the fake explosion (which is essentially being called from a script) This firing condition is practically identical to that of my Timebomb (Resulting explosion called from a script. With Mktavishs idea. Would be called after an explosion and script. So you can see the problem there) Since I couldn't get this to work. I'm quite sure my Timebomb will still have the same problem. This test was done from the new esp file so there shouldn't be anything getting in the way. Edit: should I just be rewarding XP + Karma based on who the victims are? But at the same time I have no idea on Bethesdas XP/Karma formula. Edit2: Currently going through the nexus forums wiki regarding making a new mod. I'll probably find my answer there. Will mark this as solved if I do. In the meantime feel free to post any suggestions. Edited August 25, 2019 by gman517 Link to comment Share on other sites More sharing options...
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