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Arrow sound on hit targets


domdiogo75

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I imagine it in this way:
There is a quest script which acts every frame (sorry I still do not obtained how to do such quest scripts cause I was not in their needence, other persons will hint if you'll ask about that) OR an ability spell with a script effect. In that kind of script it is scanning whenever player shoots the arrow:
ref arrow
let arrow := Player.GetProjectile


Next is to enchant it with an enchantment which is a script effect with the next script:
ref Me
set Me to GetSelf
Me.PlaySound "YoursCreatedSoundNameID"

- again, note that that's the script of the arrow enchantment. Let's call it's NameID "EnNoisyArrow".

next, when that enchantment is ready, continue to fill that quest/ability script:
if ( arrow.GetArrowProjectileEnchantment == 0 )

arrow.SetArrowProjectileEnchantment EnNoisyArrow

endif

if ( arrow != 0 )

let arrow := 0

endif

So when the arrow (unenchanted AND fired by player only in this case) will hit the (living?) creature/NPC, the spell from it's enchantment will be casted to them, which will leads to the sound will be played on the living target hit. With an additional checks in the arrow enchantment script such as IsCreature or IsActor you can additionally control which sounds to play maybe.

That method has the negative effect, though. Since there will be no unenchanted arrow fired by the Player at all, a ghosts and a wraiths are surely damaged from those arrows...

Edited by Stealth21
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You can script the arrows or rather attach enchants to the arrows that are scripted to let the object produce the sound but then it would only work on those specific arrows and not all arrows. There is no ways to attach a sound to arrows as far as I know but a sound is attached to them so maybe it would be enough to enhance that sound(s) or exchange them? We did have thread about weapon sounds here a while back where the thread owner managed to exchange the sword sound at least.

Edited by Pellape
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