Sigfig Posted January 25, 2009 Share Posted January 25, 2009 Pretty self-explanatory.It would be nice to have the same effect as picking something up (z) but with a longer range and being able to freeze whatever you are holding.I don't know if it's even possible to control physics through whatever scripting engine Fallout uses, but could someone at least try? Link to comment Share on other sites More sharing options...
343guiltymc Posted January 25, 2009 Share Posted January 25, 2009 I don't know, FO3 has some *banned* up physics........Besides, what happens when the object you throw gets out of the cell your in? Link to comment Share on other sites More sharing options...
kennyimpala Posted January 26, 2009 Share Posted January 26, 2009 for some poo like that there is a game called half life, peraphs what he may want is something like a rock it launcher that launches every posible thing (basecally)modding the rockit launcher to attrach objects instead of pushing them, so I dont think is that hard to achieve Link to comment Share on other sites More sharing options...
sunici Posted January 26, 2009 Share Posted January 26, 2009 I made an air cannon once, not the same thing, but it basically pushed everything away. I never got it quite right, but I can upload the mod if anyone is interested. Link to comment Share on other sites More sharing options...
Sigfig Posted January 27, 2009 Author Share Posted January 27, 2009 I mean more like the physics gun from Garry's Mod (A mod for Half-Life 2)All it needs to do is control the physics (like picking it up) only from a distance. Also, the cell thing. Fallout 3 already has physics like this. All I would like is for it to be extended with a weapon. If you're on the border of two cells, and you pick up an object then throw it over, what happens?Nothing. The object is still rendered. Link to comment Share on other sites More sharing options...
Sigfig Posted January 28, 2009 Author Share Posted January 28, 2009 It's actually very simple, from what I can see. Attach a position marker to the weapon, having it at a set distance from the player (assuming you can make xyz values relative to the player like the third person camera). You would increment this distance by giving some input to the script (also like the third person) Get the object that's under the crosshair's reference id, and moveto this object to the marker. You could getdistance from the player and use that as the marker distance, if you wanted to preserve object distance from the player. You could also rotate the object (getangle, add 5 or 15 to that number while rotate input is active) easily. The only hard part I can see is freezing, which I don't see an easy way to do. If anyone could see an error in my assumptions, telling me would be good. I'll make this myself but I'll need assistance from you guys. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.