BadPrenup Posted July 12, 2009 Share Posted July 12, 2009 Is there a way for a spell to put an X marker where my spell hits? So if I cast it aiming at a wall and the spell hits it at coordinates x,y,z it will then move the X Marker to the coordinates? That way I can aim it at a bed, or a ceiling, or an NPC, or wherever. Link to comment Share on other sites More sharing options...
dezdimona Posted July 12, 2009 Share Posted July 12, 2009 Is there a way for a spell to put an X marker where my spell hits? So if I cast it aiming at a wall and the spell hits it at coordinates x,y,z it will then move the X Marker to the coordinates? That way I can aim it at a bed, or a ceiling, or an NPC, or wherever.have you tried useing 'first person" view? you get crosshairs! Link to comment Share on other sites More sharing options...
BadPrenup Posted July 12, 2009 Author Share Posted July 12, 2009 That is absolutely not what I meant at all lol. In the Construction Set, there is an Item called an X Marker, players can't see it, but it can be used for a variety of things like as a reference, or a map marker, or a trap trigger, or pretty much whatever you need it for. Basically What I need to know is can I make a spell with a script effect that places a specific X Marker where the spell hits. If so, how can I do it? Link to comment Share on other sites More sharing options...
BadPrenup Posted July 13, 2009 Author Share Posted July 13, 2009 bump? Link to comment Share on other sites More sharing options...
Khet Posted July 13, 2009 Share Posted July 13, 2009 I could see this being possible with OBSE. I'll have to do some digging myself but I do believe I've come across something where it detects where a spell hits. Do I sense a teleportation of sorts? Link to comment Share on other sites More sharing options...
jaysus Posted July 13, 2009 Share Posted July 13, 2009 well you can at least use a spell effect to start some script or somin when it hits an object...hitting a wall or the ground afaik is not possible to detect by script without obse Link to comment Share on other sites More sharing options...
Khet Posted July 13, 2009 Share Posted July 13, 2009 Unless I'm missing something I actually can't find anything in the list of OBSE functions... Link to comment Share on other sites More sharing options...
BadPrenup Posted July 13, 2009 Author Share Posted July 13, 2009 Darn that would have been neat. Oh well, I won't be able to have as much function as I wanted with the staff I was making but it will still be neat if it works. Link to comment Share on other sites More sharing options...
XJDHDR Posted July 14, 2009 Share Posted July 14, 2009 Try this. Place an X marker in the world somewhere (preferably in one of the test interiors) and give it an Editor ID unique to your mod. Next, use this script on the script effect spell:ScriptName [NameYouWantToGiveScriptInOneWord] Ref ObjectHit Begin ScriptEffectStart Set ObjectHit to GetSpellTarget [EditorIDOfXMarker].MoveTo ObjectHit End If that doesn't work, you will probably need to detect when the spell is cast then use OBSE's GetCrosshairRef command. Link to comment Share on other sites More sharing options...
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