SHAD0WC0BRA Posted January 17, 2020 Posted January 17, 2020 I could find barely any information on "DetonatePlacedExplosives" and the Detonate flag. I've noticed that if you put both the Alt. Trigger and Detonate flags on a projectile, the detonator won't work on it. Trying to find out if this is an engine thing or if there's an extra step I need to take or any way to use both at the same time.
Mktavish Posted January 18, 2020 Posted January 18, 2020 From what I can tell , you just need use the alt trigger on the projectile.But looks like there is other scripts running to set it up , so that it will explode from the "OnFire" block in the script that the detonator weapon object has.I don't see any direct link means between the C4 and detonator. So it must be happening in a quest or cubic activator , to link the two weapon objects.Start with looking at the detonator scripts , then track down quests / stages , and also look for activators in the render window , for those story location points. Also somebody may have made a mod already that sets up explosives and detonators to work any ole place. Hope that helps
SHAD0WC0BRA Posted January 19, 2020 Author Posted January 19, 2020 From what I can tell , you just need use the alt trigger on the projectile.But looks like there is other scripts running to set it up , so that it will explode from the "OnFire" block in the script that the detonator weapon object has.I don't see any direct link means between the C4 and detonator. So it must be happening in a quest or cubic activator , to link the two weapon objects.Start with looking at the detonator scripts , then track down quests / stages , and also look for activators in the render window , for those story location points. Also somebody may have made a mod already that sets up explosives and detonators to work any ole place. Hope that helps Couldn't find a quest or activator that the detonator script is tied to... I had figured that "DetonatePlacedExplosives" was tied to the "Detonate" flag that can be set on a Projectile. In FNVEdit you can set the Detonate flag while still having the Alt. Trigger (proximity mine effect), but if you set that flag, DetonatePlacedExplosives doesn't work on it. I wonder if there's any way to rectify that at all...
dubiousintent Posted January 19, 2020 Posted January 19, 2020 Purely speculating here, but "mines" aren't considered "projectiles" so it would make sense that both flags in combination won't work. Those trigger descriptions under "Projectiles | Explosion" seem exclusionary to me.Trigger on Impact: If selected, explosion occurs when projectile makes impact.Alt. Trigger: If selected, explosion does not necessarily occur when projectile makes impact.(They probably should have been "radio buttons" so only one can be selected.) I interpret the independent option: "Detonates (NV): All projectiles using this type will explode when calling DetonatePlacedExplosives on the actor that fired the projectile", means that "firing actor" is the one who triggers the "proximity" check for "Alt. Trigger". So you would need to fake it into thinking the target is the actor who "fired the projectile", which I know has been done before but can't recall how off the top of my head but likely by way of an EventHandler. -Dubious-
Mktavish Posted January 21, 2020 Posted January 21, 2020 Looks like the activation of the detonator and C4 is hardwired together.Via the Detonate flag on the C4 projectile. But guessing there is more to it than just player proximity ... probably something within the nif art file of the projectile ???Otherwise it would be acting like a mine placed or grenade thrown.So making your own detonator and script for it like this ...~~~~~~~~~~~~~~~~scn zzzMyDetonatorScriptbegin OnFire player.DetonatePlacedExplosives end~~~~~~~~~~~~~~~~ Otherwise using the already in game detonators has scripting you wouldn't want. But now a re-read I think I understand you would like to have the C4 also act like a placed mine with a proximity trigger and detonator ? Which I am guessing that is part of the .nif art file for the mine projectile to trigger / get disabled / count down.And instead of merging the 2 .nif files some how to get dual activation. How about dropping a mine at the same time the C4 is dropped ... with a script on the C4 weap object . Something simple like this for dual activation , but could get more complex with it. ~~~~~~~~~~~~~~~~SCN zzzMyC4Script Begin OnFire PlayerRef.FireWeapon WeapMineFrag PlayerRef.FireWeapon zzzMyC4 End~~~~~~~~~~~~~~~~~~ With this the C4 will blow up from the detonator script , and the mine will blow up from npc proximity. Add edit : inversely have you tried making a mine projectile work with the detonate flag and detonator weap object ?I guess I'll give it a semi-quick test and get back with the results.
Mktavish Posted January 25, 2020 Posted January 25, 2020 Okies sorry I got distracted on testing this. But turns out the Detonates flag is a radio button. They just didn't add in the coding for it to work smoothly in the geck like other radio buttons.Plus it has a quirk where it won't clear the Alt trigger flag. So if you only select it while the alt trigger was selected. Then click ok to close / then open. The Alt trigger will stay selected.So you have to clear it first by selecting the Trigger on impact ... then you can select the Detonates flag , which will then clear the Trigger on impact after click OK close . So that leads to the ultimate question of having dual activation ... which is No you can't.But looks like any projectile that you add an explosion to it. Can have any of the 3 choices.Therefore nothing special on the .nif file for the detonator to work.And dual activation is probably easiestly achieved through 2 different projectiles , placed together. Which you could make one invisible so you don't see them both ???Or maybe script in a proximity check some kinda convoluted way ? ^shrug^
SHAD0WC0BRA Posted January 26, 2020 Author Posted January 26, 2020 Okies sorry I got distracted on testing this. But turns out the Detonates flag is a radio button. They just didn't add in the coding for it to work smoothly in the geck like other radio buttons.Plus it has a quirk where it won't clear the Alt trigger flag. So if you only select it while the alt trigger was selected. Then click ok to close / then open. The Alt trigger will stay selected.So you have to clear it first by selecting the Trigger on impact ... then you can select the Detonates flag , which will then clear the Trigger on impact after click OK close . So that leads to the ultimate question of having dual activation ... which is No you can't.But looks like any projectile that you add an explosion to it. Can have any of the 3 choices.Therefore nothing special on the .nif file for the detonator to work.And dual activation is probably easiestly achieved through 2 different projectiles , placed together. Which you could make one invisible so you don't see them both ???Or maybe script in a proximity check some kinda convoluted way ? ^shrug^ Placing two projectiles together with one of them invisible such that it destroys the other one when you use the detonator is a great idea, but unfortunately it has one major problem. I toyed with it for an hour or two and it pretty much works great if you stand there and drop the satchel charge normally onto the ground in front of you. But if you drop it off of a cliff or down a hill, the invisible object apparently doesn't end up in the exact same spot because it will not detonate then. There's also the problem of leaving a permanent, small invisible explosive behind that "goes off" when you use the detonator next if you decide to pick the satchel charge up, but I consider that less troublesome.
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