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How to make an NPC not moving but can still attack?


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Yep, thanks.

 

 

We just made and tested an explosive timed-arrow, and we're getting hit and miss. We set the timer for three seconds. They're really fun when they work! And maybe the frustration factor when they don't work is kind of "balanced" or fun, too? If the player "sticks the arrow," uh, in soil, wood, or some texture like that, and the NPC passes within our set area (15 feet), the arrow goes off, sometimes right away, sometimes after a 1-3 second delay, sometimes not, so maybe our delay is too long. A lot of these arrows, after firing, just slide on rocks or bounce back from stair-ledges, and they don't explode. We re-calibrated all of our other new arrows by designating them as not-pick-up-able. That gets around the NPC's using them against us we mentioned in another thread. We will try a shorter timer, to see if that gives us more explosions.

 

 

The we here is two of us on one account, who usually work together on these things, or sometimes one, sometimes the other.

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Magic Effect are hard coded to work ONLY on actors, this means that the enchantment will not fire if the projectile where the enchantment is living hit something else besides an actor.

The Skyrim magic effect spell/enchantment system has some flaws which are in the category of the program's 'Engine Holes', meaning that the enchantment has the probability to not fire when it hits an actor or to fire when it doesn't hits an actor, this means that the magic effect system is not 100% reliable.


So firing an arrow that sticks to the ground and then after a delay it fires its enchantment is not in the region of the supported by the engine default functions.


Using the function 'Utility.Wait()' in succession on different references, as it will happen when you fire multiple arrows on a row, will cause save bloat and CPU overload resulting from loss of fps to lags and even ctds, this is because the function 'Utility.Wait()' requires proccessing power / CPU usage, when using this function the scripts forces the system to start counting, the more of this functions accomulate the more the system has to keep track of how many different 'Wait()' functions is counting and count them.


* Just because something appears to be working it doesn't means that is 'Safely Working' or that is safe to use it.

A lot of bugs and unexplained issues you may have encounter on mods or / and on your modded game are the result of this factor and by the modders attitude which is widely spread: "if my mods is working nothing else matters."

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