JellyFishInLoop Posted May 4 Share Posted May 4 I don’t quite understand how to make a spell to spawn a static object. I looked at a couple of other mods for reference, but they use an NPC call so that the object has HP and enemies can bypass it correctly. Or these mods had a complex spawn system with a marker, which in my case is not necessary. Is there some simple way to just spawn an object in front of the player and unspawn it after a couple of seconds? Link to comment Share on other sites More sharing options...
xkkmEl Posted May 4 Share Posted May 4 If by spawn you mean to create a new reference instance, yeah. Here's an example from my WIP mod: Light property qvDhOF_RedCandleLight Auto Static property qvDhOF_RedLantern Auto ObjectReference lantern = None ObjectReference glow = None function setInUse( bool inUse) if inUse lantern = placeAtMe( qvDhOF_RedLantern) lantern.moveTo( Self, 0.0, 0.0, 192.0) glow = lantern.placeAtMe( qvDhOF_RedCandleLight) else lantern.disable() lantern.delete() lantern = None glow.disable() glow.delete() glow = None endif endfunction Link to comment Share on other sites More sharing options...
xkkmEl Posted May 4 Share Posted May 4 My example places the new object above whatever is "Self" in this context (in my case, it's an xmarker, but could be any ObjectReference). To place in "front" of the player, you'll need a bit more trigonometry to replace my "0.0, 0.0, 192.0", likely using GetHeadingAngle. Link to comment Share on other sites More sharing options...
JellyFishInLoop Posted May 4 Author Share Posted May 4 asdajfkjq, I didn’t set the properties correctly, instead of the staic property I wrote objectReference property. Thank you! Link to comment Share on other sites More sharing options...
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