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#1 User is offline   Site Bot 

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Posted 30 May 2009 - 01:35 PM

Article link: [JaySuS Tutorial] Orbital Strike

welcome to another mini tutorial by your beloved jaysus :P

this time we want to learn how we can beat the crap out of super mutants with an orbital strike

Posted Image

the endproduct will allow you to hotkey an armor item which upon equipping and unequipping fires a laser beam from whatever weapon you are holding at your target.
-the target must be a dead or alive creature or npc-
once the target is hit 3 ion blasts will rain down from the sky and bring devastation to all that oppose you

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lets begin right away

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we will need to create the following items in the geck (you dont need anything else):

1 target marking weapon
1 orbital laser weapon

1 armor piece which will serve as the tool to call in the strike

1 projectile for the orbital strike weapon
1 projectile for the target marking weapon

1 explosion for the orbital strike projectile
1 explosion for the target marking projectile

1 base effect for the target marking enchantment
1 enchantment for the target marking explosion

1 script for the target marking base effect
1 script for the strike calling tool armor

3 teddies (or hula girls if you like them more)

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-lets begin with the teddies:
place 3 teddies somewhere where noone will ever look (an empty cell for example or in fawkes pants or just checkmark their "initially disabled" box)
give each a reference name and set them to be persistant (in our example we use the names AAHSCionStrikeTeddy1REF to teddy3 respectively)
ive set their 3dscale to 0.1 additionally just so that they wont ever be seen

-now we create the explosion for the orbital strike:
see the pic below for a neat setup (in our example we name it AAHSCIonstrikeExplosion)
you can basicly modify that baby how you like but the setup in the picture is quite cool for ion beams
Posted Image

-now we create the projectile for that orbital blast:
see the pic below for a neat setup, you can change that too of course but make sure you use the AAHSCIonstrikeExplosion we just made as its, you guessed, explosion
(in our example we name the projectile AAHSCIonStrikeProjectile)
Posted Image

-now we create the actual ion strike weapon:
see the pic below for a possibel setup which can, once again, be altered to your liking, just make sure you set its projectile to the AAHSCIonStrikeProjectile we just created
(in our example we call it AAHSCIonStrike)
Posted Image

-next we create target marking script:
(we name it AAHSCportableNukemarkerScript in our example)
(effect script)
scn AAHSCportableNukemarkerScript 

;; the script name



ref markerref

float angle



begin scripteffectstart



AAHSCionStrikeTeddy1REF.enable

AAHSCionStrikeTeddy2REF.enable

AAHSCionStrikeTeddy3REF.enable

;;enables the 3 teddy references



set markerref to placeatme teddybear01 

;;creates a teddy at the target and turns it into a reference, ill refer to him as MarkerRef



set angle to markerref.getangle x + 90 

;; sets the variable angle to the world angle of the spawned 

;; teddy and adds 90° to make him fire downwards



AAHSCionStrikeTeddy1REF.moveto markerref 0,0,2000

AAHSCionStrikeTeddy1REF.setangle x, angle

;; moves another teddy we created before 2000 units above the markerref teddy



AAHSCionStrikeTeddy2REF.moveto markerref 0,128,2200

AAHSCionStrikeTeddy2REF.setangle x, angle



AAHSCionStrikeTeddy3REF.moveto markerref 128,0,2400

AAHSCionStrikeTeddy3REF.setangle x, angle

;; we spawn 3 at different heights to get a lil variety, 1 blast is for lil kids :P



end



begin scripteffectfinish

markerref.disable

markerref.markfordelete

;; sets the markerref teddy to be deleted soon so he doesnt blow up the savegames



AAHSCionStrikeTeddy1REF.fireweapon AAHSCIonStrike

AAHSCionStrikeTeddy2REF.fireweapon AAHSCIonStrike

AAHSCionStrikeTeddy3REF.fireweapon AAHSCIonStrike

;; makes the 3 spawned teddy references fire an ion strike each



AAHSCionStrikeTeddy1REF.disable

AAHSCionStrikeTeddy2REF.disable

AAHSCionStrikeTeddy3REF.disable

;; disables the 3 spawned teddy references



endif



end


-next we create the base effect for the target marking enchantment:
see the pic below for the setup, make sure you use the script we just created as its Associated Item
Posted Image

-next we create an object effect:
see the below pic for a setup,
make sure you select the base effect we just created as the efefct
you can also add a condition to that effect which should look like that: reference player isInInterior == 0, to add a condition just double click the condition field on the right
that will disable the orbital strike later if the player is indoors
(in our example we name it AAHSCIonStrikeMarkerEnch)
Posted Image

-now we create the target marking explosion:
see pic below for the setup
male sure you set the object effect we just created as its enchantment
(in our example we name it AAHSCIonStrikeMarkerExplosion)
Posted Image

-now we create the target marking projectile
see pic below
make sure you set the just created explosion as it explosion
(in our example we name it AAHSCionStrikeMarkerBeam)
Posted Image

-next is the target marking weapon:
see pic below
make sure you set the just created projectile as it projectile
(in our example we name it AAHSCionStrikeMarkerGun)
Posted Image

-next we create the target marker armor tool script:
(in our example we name it AAHSCionStrikeToolScript)
(object script)
scn AAHSCionStrikeToolScript 

;; the script name



begin onequip

player.fireweapon AAHSCionStrikeMarkerGun

end



begin onunequip

player.fireweapon AAHSCionStrikeMarkerGun

end

;; fireweapon uses any available projectile nodes the player has 

;; equipped due to his weapon, if none is available fireweapon fires 

;; from his feet frontwards

this

-now that we have this script we can create an armor as seen in the pic below and assign it the above script
i used no model for the armor as it shall be invisible, earring slot cause its usually unused, as icon and worldobject ("go" model) i used the sensormodule
Posted Image

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now you just need to place that armor piece somewhere and youre done

if you hotkey it now itll fire a laser beam everytime you click its hotkey exactly to the position your crosshair aims, if you hit a living or dead creature or npc the orbital strike will come down and destroy

have fun!

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appendix:

the amount of ammunition spent per shot is substracted from your currently equipped weapon's ammunition type

the marker does exactly the same damage as your currently equipped weapon

therefore it might be useful to create an individual marker-weapon instead of an armor piece to fire the marker beam
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#2 User is offline   LHammonds 

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Posted 08 June 2009 - 11:21 PM

Great tutorial. Thanks for creating and sharing it with us!

LHammonds
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#3 User is offline   Kalizar 

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Posted 20 July 2009 - 01:54 AM

Great tutorial!!!

I'll make sure and put an orbital strike in my mod ^_^
EDIT--------------------------------------------------------
I added this into my mod, though I made it to where the AAHSCionStrikeTool was a weapon, as to control the airstrike's damage, and it freezes whenever I try to airstrike.

This post has been edited by Kalizar: 13 October 2009 - 11:47 PM

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