ABVXYzackattack Posted September 19, 2010 Share Posted September 19, 2010 Hey. I need a little help with a mod I'm making. I'm wondering if this is possible. Is there any type of script command that you can use to create or move an object relative to another? Like my example is that I'm trying to create an "artillery round" that you can "call in" by casting a spell at the ground, which creates a marker at the spell hit location, and, if it could be possible, move a specific marker to a location, let's say, 100 ft above the target marker, which would cast the fire spell from the airborne marker to the target marker. I know how to d everything else except the second marker's ability to move to that spot. Does this make any sense? Is there any type of command which could allow that second marker to be moved to a specific location away from the base reference? Link to comment Share on other sites More sharing options...
documn Posted September 19, 2010 Share Posted September 19, 2010 The MoveTo function can do something like that. You can use something like skymarker.moveto groundmarker 0 0 2000 This will move the skymarker 2000 units above the groundmarker. I don't think it will move the skymarker DIRECTLY above the groundmarker, but it'll be pretty close, and at that height, you probably won't notice the offset at all. Link to comment Share on other sites More sharing options...
ABVXYzackattack Posted September 20, 2010 Author Share Posted September 20, 2010 Alright. I've used your command, which worked. But the script still doesn't work. I've set it up to what I think should work, but it still doesn't. You sound like you know what you're talking about. Can you see what's wrong with this: scn ZArtillerySpellSCRIPT ref BASETARGETref Begin Gamemode ; Establishes first marker to aim from... set BASETARGETref to GetActionRef ZTargetBaseRef.moveto BASETARGETref ; Sets up second marker to cast from... ZArtilleryRoundRef.moveto ZTargetBaseRef 0 0 150 ZArtilleryRoundRef.cast ZArtilleryFireSpell ZTargetBaseRef end Link to comment Share on other sites More sharing options...
documn Posted September 20, 2010 Share Posted September 20, 2010 As far as I know, GetActionRef will not work the way you're trying to use it. I think it's intended to be used on people or objects and such, not the ground. You'll have to use something more complicated like the "Ground area mark that follows the ground" found here (this script requires OBSE) or some other script method to detect where your spell projectile hits the ground. Other notes about your script:- You don't need the line "ZTargetBaseRef.moveto BASETARGETref" You could simply edit the next line to "ZArtilleryRoundRef.moveto BASETARGETref 0 0 2000"- 150 isn't very high. A normal character is 128 units high.- The cast function won't work under some circumstances. To make sure it works, I suggest making ZArtilleryRoundRef and ZTargetBastRef activators. See the cast page for more info. Link to comment Share on other sites More sharing options...
ABVXYzackattack Posted September 21, 2010 Author Share Posted September 21, 2010 One quick question. At the bottom, you propose that ZArtilleryRoundRef and ZTargetBaseRef be activators? How can I make them that? Are you saying to turn them into actual objects rather than markers? Link to comment Share on other sites More sharing options...
documn Posted September 21, 2010 Share Posted September 21, 2010 Make those references from an activator base object. In the object window you can go to World Objects > Activators. Link to comment Share on other sites More sharing options...
ABVXYzackattack Posted September 24, 2010 Author Share Posted September 24, 2010 I understand the whole activator objects thingy. I just thought that if I used actual objects, you'd see these random floating objects in the middle of the sky where you'd cast at. Ya get what I'm saying, or is there a way I can make them like invisible? Link to comment Share on other sites More sharing options...
documn Posted September 25, 2010 Share Posted September 25, 2010 Oh yeah. In the mods where I've used this method, I made the activators invisible. You can check out my mod "Doc Magic" if you want to see what I did. Honestly I don't remember exactly. I unpacked the meshes bsa, extracted the flamenode nif, maybe changed something about the alpha settings, made an invisible texture, etc. Link to comment Share on other sites More sharing options...
ABVXYzackattack Posted September 26, 2010 Author Share Posted September 26, 2010 Well. The flamenode nifs are tiny anyways. From like 150 ft in the air, you'll nvr notice em anyways. So who cares. I'll test it out with turning the markers into flamenodes... Link to comment Share on other sites More sharing options...
ABVXYzackattack Posted September 27, 2010 Author Share Posted September 27, 2010 alright. i tested it out. i made a quick little test thing with it. i still cant get it to move to the location i want it to though. i know the markers work by casting them 2 the right places, but i cant get them 2 move... Link to comment Share on other sites More sharing options...
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