Sillius_Maximus Posted June 29, 2019 Posted June 29, 2019 Ive run into a predicament. At present with a syringer, you can swap out syringes when you go to reload. What keyword? or line /setting in Fo4Edit enables that? Im attempting to enable a missle launcher to do that. Ive created my own ammo types in my mod. Do I also need to create my own missile launcher in my mod as well? I dont see any important looking difference when I go to fallout4.esm for example and compare Weapon: Missile launcher to Syringer Ammo Syringe to Missile
Carabosse Posted June 29, 2019 Posted June 29, 2019 I'm not sure how to do what you're trying to do. But it's worth noting that what we consider syringer ammo isn't ammo at all. Pax, Endangerol etc are all potions (alch). There is a ammo type for the syringer called AmmoSyringer. Having looked at this before (in the ck) I'm not sure how it maps that ammo type to the potions. There is a defaultobject for the syringer ammo type (ammo) and object type syringer ammo (potion) so maybe the game engine is doing something we don't have access to. Adding new syringer ammo types is simple enough but making a missile launcher (that fires missiles?) work in the same way will be difficult (I think).
GoldenRain Posted June 30, 2019 Posted June 30, 2019 After reading Merope's info I suggest making a new Syringer with a new name that uses a syringes as ammo, and does what you want it to do (if you can) and looks how you want it too (once again if you can) Or a new Missile launcher add on that you can apply at a weapon workbench that adds syringer ammo firing capability
Sillius_Maximus Posted July 2, 2019 Author Posted July 2, 2019 in looking at some mods, it appears some of them require you to go to the crafting table to make new barrels. I guess I dont care what i have to call it or classifiy it as in Fo4edit, but adding a syringerkeyword to a missile launcher? is that what you are suggesting?
Reginald_001 Posted July 2, 2019 Posted July 2, 2019 I doubt you can do this in Fo4Edit at all. The Syringers are a scripted solution so you'll need the CK. When ammo is loaded into the syringer, a 'current ammo' type is set, inside a variable. Then during the OnHit event (when you hit an enemy) that variable is read and the appropriate effects are spawned. You'll have to make a similar solution, most likely involving scripting. 1) Upon 'ammo load' set the variable 2) Upon 'on hit' event (attach the script to the ammo) the variable is read and appropriate FX / Damages are spawned.
Carabosse Posted July 2, 2019 Posted July 2, 2019 5 hours ago, Reginald_001 said: I doubt you can do this in Fo4Edit at all. The Syringers are a scripted solution so you'll need the CK. When ammo is loaded into the syringer, a 'current ammo' type is set, inside a variable. Then during the OnHit event (when you hit an enemy) that variable is read and the appropriate effects are spawned. You'll have to make a similar solution, most likely involving scripting. 1) Upon 'ammo load' set the variable 2) Upon 'on hit' event (attach the script to the ammo) the variable is read and appropriate FX / Damages are spawned. Which specific script is it that handles this? I had an unrelated idea some time back that would probably benefit.
Reginald_001 Posted July 2, 2019 Posted July 2, 2019 9 minutes ago, Merope said: Which specific script is it that handles this? I had an unrelated idea some time back that would probably benefit. It should be in the projectile/ammo definition for the syringer ammo. I'm still at work but next time I'm in the CK I'll look for it for a bit.
Carabosse Posted July 3, 2019 Posted July 3, 2019 On 7/2/2019 at 1:21 PM, Reginald_001 said: It should be in the projectile/ammo definition for the syringer ammo. I'm still at work but next time I'm in the CK I'll look for it for a bit. Any luck?
Reginald_001 Posted July 4, 2019 Posted July 4, 2019 I managed to dig a little deeper but found out all of this is not exposed to the CK but hardcoded in the engine: You can mark any potion as being Syringer ammo but the logic is not exposed through scripting. If you want to make ammo types or a similar effect, you'll have to do it by adding a script to the ammunition itself, then when it hits (I think it's onHit() event) do your magic.
Carabosse Posted July 6, 2019 Posted July 6, 2019 On 7/4/2019 at 5:23 AM, Reginald_001 said: I managed to dig a little deeper but found out all of this is not exposed to the CK but hardcoded in the engine: You can mark any potion as being Syringer ammo but the logic is not exposed through scripting. If you want to make ammo types or a similar effect, you'll have to do it by adding a script to the ammunition itself, then when it hits (I think it's onHit() event) do your magic. That's pretty much what I posted in the first reply. Ah well, I was hoping you had some more insight. Thanks any way.
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