Did anyone manage to make a build able or fire able version of this yet? The closest I could find was a missile silo settlement but you cant build or move the missile in it and it doesn't look as good as this.
Wow. The ICBM is close to something I was looking for for a Fallout 3 mod I'm working on. I've been trying to mock up a SLAM rocket to populate a final solution military instillation.
just need to add and connect the DN017_ToggleButtonRocket script...
This is the script that needs a lil rewrite in order to make it what you want for that rocket to fire.
the rocket holds 2 different pieces that may need to be referenced....
this can be found in the fallout meshes under SetDressing....
Scriptname DN017_ToggleButtonRocketScript extends ToggleButtonScript {Variant of the standard toggle button used for the DN017 Rocket Fire toggle button. Plays scenes and/or sound effects instead of displaying failure messages.}
Group DN017_Properties DN017QuestScript property DN017 Auto Const Mandatory {DN017}
Scene property BoS101ArcJetComputerScene00 Auto Const Mandatory {Early failure scene: Power is off.}
Scene property BoS101ArcJetComputerScene04 Auto Const Mandatory {Late failure scene: Fuel depleted after firing.}
Sound property OBJActivateButtonFailGeneric Auto Const Mandatory {Sound to play when a button press fails.} EndGroup
State Inactive Event OnActivate(ObjectReference akActionRef) ;Play button press animation. PlayAnimation(animationName) Utility.Wait(0.5) ;Play failure sound. OBJActivateButtonFailGeneric.Play(Self) Utility.Wait(0.5) o we want to play one of the failure scenes? Omit if one is already playing, or the rocket fire is in progress. int currentStage = DN017.GetStage() if (!BoS101ArcJetComputerScene00.IsPlaying() && !BoS101ArcJetComputerScene04.IsPlaying() && ((currentStage < 90) || (currentStage >= 99))) if (currentStage < 80) ;Play early failure scene. BoS101ArcJetComputerScene00.Start() Else ;Play late failure scene. BoS101ArcJetComputerScene04.Start() EndIf EndIf EndEvent EndState
State Active Event OnActivate(ObjectReference akActionRef) ;Play button press animation. PlayAnimation(animationName) ;Fire the rocket. DN017.RocketButtonActivated() SetActive(False) EndEvent EndState
Thanks, Jackstall! Unfortunately I understood that about as much as I understand Hyperspace Math Theory ( i.e. I'm sooo Confuuuused! lol ) Scripting just doesn't compute for me. Modders that do understand scripting simply amaze me. If you could create the Fire-able Engine as a Mod I would definitely Download and Endorse! Here's to Hope!
that's amazing i hope you can made a mod to make a missile station to rain this missile to enemy somthing like artilary piece of junk in everywhere or add it as piece of defendig station in sim settlement add-on
I have been trying like crazy to add the Arcjet Engine from Arcjet Labs in as a Buildable in Workshop mode, I want it to be the Visable Support for my Angel Aerie Floating Platform Home as the Engine already has the Engine Mounts that work perfectly to be mounted on the Underside of a Floating Platform. The Engine itself is easy to add, but getting it to shoot flames! now THAT has proven to be a REAL Bite! I Finally gave up but I think a lot of people, Mostly me but probably others too, would like to see it in the game. If you can do that my hats off to you!
I was just reading the plaque in the Museum of Freedom, and it mentions US troops fighting in the Sea of Tranquility which, if I remember correctly, is on the Moon. I don't know about the rest of Fallout lore, but I guess at some point the US fought battles on the Moon against China and/or Russia, so it could be an interesting story to explore.
12 comments
This is the script that needs a lil rewrite in order to make it what you want for that rocket to fire.
the rocket holds 2 different pieces that may need to be referenced....
this can be found in the fallout meshes under SetDressing....
Scriptname DN017_ToggleButtonRocketScript extends ToggleButtonScript
{Variant of the standard toggle button used for the DN017 Rocket Fire toggle button. Plays scenes and/or sound effects instead of displaying failure messages.}
Group DN017_Properties
DN017QuestScript property DN017 Auto Const Mandatory
{DN017}
Scene property BoS101ArcJetComputerScene00 Auto Const Mandatory
{Early failure scene: Power is off.}
Scene property BoS101ArcJetComputerScene04 Auto Const Mandatory
{Late failure scene: Fuel depleted after firing.}
Sound property OBJActivateButtonFailGeneric Auto Const Mandatory
{Sound to play when a button press fails.}
EndGroup
State Inactive
Event OnActivate(ObjectReference akActionRef)
;Play button press animation.
PlayAnimation(animationName)
Utility.Wait(0.5)
;Play failure sound.
OBJActivateButtonFailGeneric.Play(Self)
Utility.Wait(0.5)
o we want to play one of the failure scenes? Omit if one is already playing, or the rocket fire is in progress.
int currentStage = DN017.GetStage()
if (!BoS101ArcJetComputerScene00.IsPlaying() && !BoS101ArcJetComputerScene04.IsPlaying() && ((currentStage < 90) || (currentStage >= 99)))
if (currentStage < 80)
;Play early failure scene.
BoS101ArcJetComputerScene00.Start()
Else
;Play late failure scene.
BoS101ArcJetComputerScene04.Start()
EndIf
EndIf
EndEvent
EndState
State Active
Event OnActivate(ObjectReference akActionRef)
;Play button press animation.
PlayAnimation(animationName)
;Fire the rocket.
DN017.RocketButtonActivated()
SetActive(False)
EndEvent
EndState
i hope you can made a mod to make a missile station to rain this missile to enemy somthing like artilary piece of junk in everywhere or add it as piece of defendig station in sim settlement add-on