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Found 7 results

  1. i'm trying to make a bigger collision for bullet casing. every tutorial is telling me to make bhkRigidBody, but whenever i add it, the bullet casings turn into error signs. is there a way to resize bhkPhysicsSystem?
  2. i've made a weapon that's producing a lot of large ammo casings whenever fired, which sometimes makes it difficult to walk, especially inside tight spaces. how can i make the ammo casings player uncollidable just like corpses are?
  3. i made a weapon that's producing lots of large casings when fired, but they are making it difficult to walk when fighting in tight spaces. how can i make ammo casings player uncollidable just like corpses are?
  4. how can i make ammo casings save across the levels just like corpses do? i don't mean increasing their lifetime or count
  5. Hey y'all I'm working on a converting a standard firearms that uses bullets into one that uses energy. I've had no issues modding the gun, ammo, projectile, and sounds thereof, but I can't seem to figure out how to turn off the animation or the sound of the spent casing -- an empty shell casing flying out of the open slide and then hitting the floor...making that hollow brass clanggy noise. How would I go about taking the empty case ejection, spent casing animation out of this weapon, as well as the sounds related to it? It just doesn't seem legitimate or any type of realistic for an energy weapon to spit out spent rounds as a standard chemically propelled, lead projectile firearm does. Thanks.
  6. I recently re-implemented junk rounds into the game and decided I'd make them more interesting by giving them a small chance to cause the weapon they're fired from to explode. I figured that the most versatile way to go about this would be to change the casing type for each junk round to a misc item with a script attached to it to handle explosion odds. Unfortunately, the script won't fire when the "casing" is added to the player's inventory. It has to be dropped and picked back up for it to start running. I tried adding an OnAdd block to the script, but that doesn't seem to fire when the "casing" is first generated. Is there any way I can inexpensively detect if the player has a casing item in their inventory and kickstart the script?
  7. I suck pretty badly with blender, as for the past 3 days I've been wondering how to split a single mesh into a separate one, in order to create a mod that addresses the issue of incorrect bullet casings assigned to the weapons of New Vegas. Right now, the AMR spits out 7.62 shells instead of the .50 MG cartridge it actually uses, and the K-9000 and FIDO both spit out assault rifle casings despite using PISTOL rounds. The problem is that there are no casing models for the 12.7mm, .50MG and .22 LR rounds, the 9mm and 10mm weapons use the 45calshellcasing model which doesn't seem too bad, considering that 9mm and 10mm is very close in diameter to the .45 casing. However, I was hoping somebody experienced with blender could separate the CRAFTING ITEM model that is the bullet casings, as they seem to have their own models for each of the bullets...
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