hereami Posted October 3, 2023 Share Posted October 3, 2023 Hi!Trying to make explosions throw living actors by PushActorAway() and when explosion doesn't have an owner (e.g. not thrown/placed by npc), then function does nothing at all. The point is that it must not have NPC as a Caster in order to properly calculate the vector from the center of actual blast, but this Push magic seems to not recognize objects like Expl as Ench Caster. Too bad. Any better variants maybe? Another thing i can imagine is to place a vanishing NPC at ground zero to spread a momentary cloak, pretty bizarre methods though. Link to comment Share on other sites More sharing options...
LarannKiar Posted October 3, 2023 Share Posted October 3, 2023 (edited) PushActorAway() should work from a script attached to Explosion >> Placed Object, what script you added this function to? Edited October 3, 2023 by LarannKiar Link to comment Share on other sites More sharing options...
hereami Posted October 3, 2023 Author Share Posted October 3, 2023 It works when cast by FF/Touch Enchantment MGEF on a primary explosion attached to Projectiles (grenade, mine), but doesn't work from ones nested as Placed Object or from sources like Cars, even though MGEF still hits. Link to comment Share on other sites More sharing options...
hereami Posted October 9, 2023 Author Share Posted October 9, 2023 Quantum npc do well in Pushing others, i just hope now that numerous spawns deleted instantly won't clutter saves? Some adjacent problems appear. How to predict an explosion with time precision and how to make blast wave dynamic, i.e. have spread velocity instead of hitting entire area instantly. Wonder if there's already known efficient way to access and control those features - events, settings or else. Link to comment Share on other sites More sharing options...
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