Explosion placed impact objects

Post » Sat Feb 19, 2011 2:18 am

A couple questions about explosion impact objects...

1: If used on a projectile that is part of a scattershot (IE: shotgun), will each projectile produced create an explosion?

2: Will leveled lists work as a placed impact object, and generate one on impact? Or should I make an invisible activator that PlaceAtMe's the desired objects and then self-zaps?

EDIT: Just got an answer for #1 from recalling the Experimental MIRV from FO3. :)
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Prohibited
 
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Post » Sat Feb 19, 2011 9:37 am

I don't think leveled lists work, as you can't drop LL items in the editor window- so presumably they can only exist in containers.
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Sierra Ritsuka
 
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Post » Fri Feb 18, 2011 6:54 pm

1. I can also comfirm this. But one note, the 'explosion' if its small will probably NOT effect the creature it hits unless you target the feet. A shot to the head of a death claw would only deal damage from the projectile, not the explosion, if it has a small radius.
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Jessica Nash
 
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Post » Fri Feb 18, 2011 9:12 pm

Okay, the reason I asked is because I'm modifying the Coin Shot to create a spray of legion denarii (intact or mangled).

I successfully created the impact spray. However, it occurred to me... how would one clean them up on cell reset? I tested with the riot shottie, and after I emptied my WMX-expanded 20-round clip of coinshot, there were coins everywhere, even with my 60% chance of generating nothing.

I was thinking of having the activator actually be invisible and still zaps itself after doing its ditty, after either creating another activator that either creates the legion denarius or mangled denarius and remains active and disabled (disabled still runs scripts, right?), or is enabled and is actually a coin embedded in the wall that will either be an intact or mangled denarius, or just says "this coin is too mangled to recover" and self-zaps.

All the activators would zap themselves on cell reset (begin OnReset IIRC).

But I'm not sure how to put a PlaceAtMe'd ref into a ref variable. Is it "set (RefVariable) to PlaceAtMe (PlacedObject) (number)"?

Basically, I don't want to inadvertently bloat someone's game with painting the town red with coin shot.

Also, is there a way to detect if it actually hits someone and not just do its thing anywhere? The first activator would instead do nothing in that case and just self-zap.
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Julia Schwalbe
 
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