Fallout New Vegas

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mc_tammer

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user826

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24 comments

  1. phorumer
    phorumer
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    And what happens if you fire a 3-round burst while there are only 2 rounds left in the clip?
    1. user826
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      You fire two rounds?
    2. phorumer
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      And won't the weapon fire a third round from unloaded ammunition?
    3. user826
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      No. The script checks if you have any ammo of the correct type before firing the second round, then checks again before firing the third.
    4. phorumer
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      This script checks the total number of cartridges, not the ones in the clip. If there are 2 cartridges left in the clip, the weapon will still fire 3 times and the third shot will consume those cartridges that are not loaded currently into the clip.
    5. user826
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      Yeah, probably. There is no GECK function to measure how many rounds are in the magazine, only the total number of rounds the player has. I figure it's an acceptable break from reality, considering that when you reload, all your ammo gets consolidated into a single pool anyway.
    6. phorumer
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      Actually there is: GetCurrentAmmoRounds
      But it's a JIP NVSE function.
    7. user826
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      I know, but I don't use third-party resources or extensions in my mods.
    8. phorumer
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      Yes, I am informed about this, which is why I mentioned that this is a JIP function. I just wrote this for anyone who might want to improve on this interesting feature. Here is an example of your script if using JIP:
      Spoiler:  
      Show

      scn aaaSCPTBurstFire

      short GoBurst
      float Timer
      ref Owner
      int Equipped

      Begin OnEquip
      set Owner to GetContainer
      set Equipped to 1
      End

      Begin OnUnequip
      set Equipped to 0
      End

      begin OnFire
      set GoBurst to 1
      end

      begin GameMode
      if (Equipped == 0)
      return
      endif
      if (Owner.GetCurrentAmmoRounds >= 3)
      if (GoBurst > 0)
      set Timer to (Timer + GetSecondsPassed)
      if (Timer >= 0.1)
      Owner.FireWeapon aaaWEAPBurstFire10mmSMG
      set GoBurst to (GoBurst + 1)
      set Timer to 0
      endif
      endif
      if (GoBurst > 2);Number of additional rounds to fire per trigger pull
      set Timer to 0
      set GoBurst to 0
      endif
      else
      set Timer to 0
      set GoBurst to 0
      endif
      end

      By the way, you make very cool mods.
    9. Gutterer
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      Greetings from the future, phorumer, and I thank you for your info on JIP function. I has been, in fact, quite useful!!
  2. Gutterer
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    Great mod!
    Im trying to replicate what you did, but for the Service rifle, aaaand Im missing something... When I shoot, I shoot a burst-fire version of full auto... I cant get it to stop firing after the burst. I dont know what you did...
    1. user826
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      You need to add a counter that triggers on each OnFire block and increments by one. Then, you need to run a comparison to see if the incremented number is less than the number of rounds you want to fire per burst (let's say 3). If RoundsFired < 3, then keep shooting. If RoundsFired >= 3, stop shooting. You can look at my script to see how I did it, it might be easier than me trying to explain it.
  3. Cyborgninjadude
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    Do you mind if other people use the burst fire script? (With credit, of course)
    1. user826
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      Not at all, so long as you aren't selling your mod!
    2. wasdwasd12
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      hello I too would like to know if this could be used on other weapons and maybe even added as a mod to replace weapons with a burst fire mode
  4. WillTDP
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    Can you fix up the ironsight so it looks less blurry? Otherwise the gun looks really nice
    1. user826
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      Not possible with the base-game textures. I'm already using the higher-res "1st Person" versions, but unfortunately, the Fallout 3 weapons have really crappy textures. However, you might be able to find a higher-resolution retexture here on the Nexus.
    2. MinigunKiller911
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      Weapon Retexture Project (version 1.95) will help you with that
    3. user826
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      Weapon Retexture Project is not compatible with the base game. It remaps the textures, so they don't show up properly.
    4. Cyborgninjadude
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      I know this is an ancient comment, but Millena's standalone 10mm SMG retexture (https://www.nexusmods.com/newvegas/mods/39471?tab=files) actually doesn't change the mesh, so it is fully compatible with this mod. A few of his other retextures don't include mesh replacements and thus are fully compatible with nif-bashed weapons
  5. gakusangi
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    Does this require any other mod to function? Is burst-fire just a think you can have on a mostly vanilla weapon?
    1. user826
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      All my mods are completely vanilla and require no other mods (At most, it might require the DLC). You could copy and paste the weapon's script onto any weapon in the game and give it burst fire.
    2. gakusangi
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      That's actually pretty nifty, good work!
  6. Elconchetumare
    Elconchetumare
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    DAMN! looking sexy as f*ck! Thanks a lot.