Jump to content

DOWNLOAD MODS

Are you looking for something shiny for your load order? We have many exclusive mods and resources you won't find anywhere else. Start your search now...

LEARN MODDING

Ready to try your hand at making your own mod creations? Visit the Enclave, the original ES/FO modding school, and learn the tricks of the trade from veteran modders...

JOIN THE ALLIANCE

Membership is free and registering unlocks image galleries, project hosting, live chat, unlimited downloads, & more...

Cluster grenades, working with issues.


ZippyDSMlee
 Share

Recommended Posts

So I decided to try and make a cluster grenade, eventually I managed to do it with a few issues mainly the activator nif will not go away and no exp from killing stuff.

 

Heres  the setup I am using.

 

Main weapon

 

Main projectile

 

Main explosion

 

Main Activator

 

Main Script to fire dummy weapon

 

Dummy weapon set to 4 projectiles and wide spread min/max

 

Secondary projectile

 

Secondary explosion

 

Secondary  activator

 

Secondary  Script to fire final dummy weapon

 

Final dummy weapon set to 4 projectiles and wide spread min/max

 

Final projectile

 

Heres the fire weapon script

===============

short doOnce



Begin GameMode



          if doOnce != 1

          set doOnce to 1

Fireweapon  WeapzippyDGLDUMMYSEC


          

       endif




End

==============

If I try and add a timer function and remove the activator it just removes the activator frist.

 

Even tried an istate script and it so far dose nothing even if its suppose to fire weapon 3 times…..

 

edit

I changed the istate script around but it still dose not work.

edit

 

===============


ScriptName zippyDGLPRIMARYscript

short   iState

float   fTimer


begin GameMode
     
        set fTimer to fTimer + GetSecondsPassed        
        set fTimer to 0
        set iState to 1
       


	if iState   (fTimer >= 1) && (iState == 1)
                                            Fireweapon  WeapzippyDGLDUMMYPRIMARY
			set iState to 2


		elseif (fTimer >= 2) && (iState == 2)
                                            Fireweapon  WeapzippyDGLDUMMYPRIMARY			
			set iState to 3 


	if (fTimer >= 5) && (iState == 3)
                                            Fireweapon  WeapzippyDGLDUMMYPRIMARY
			set iState to 0


		endif
		
	endif

end

===============

If I can remove the activator and still get my fireweapon code to fire off the secondary grenades I think it will be good enough but sheesssshhhhhhhhh nothing seems to want to work.

Edited by ZippyDSMlee
Link to comment
Share on other sites

Disable fixed the problem of fireweapon popping up in save games ,ect

ScriptName zippyDGLPRIMARYscript


float fTimer


short doOnce


Begin GameMode



        if (fTimer >= 0.0)
            if doOnce == 0

Fireweapon WeapzippyDGLDUMMYPRIMARY

disable                

set doOnce to 1

elseif (fTimer >= 0.3)

markfordelete ZippyActivatorPRIMARYdgl   

 
    endif
endif
end
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...