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Thrown Weapon Possiblity?(question/request)


MovingSalad

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When I found out that Oblivion only had bows, I was infuriated! Thrown weapons were my weapon of choice back in teh days of Morrowind. Now, what I am asking is more of a question than a mod request, but is it possible to add thrown weapons to the game? I am thinking that all it would require is an animation. As well as having thrown weapons, is tehre a way to implement a new skill ot the game that works just the same as the other skills (Blade, Marksman) The reason I am asking this is because Shooting arrows and throwing knives/ throwing stars are two very differant things.
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i do agree but making new animation for oblivion is like rocket science! (Not literally).

 

The models won't be hard but for darts you could get an animation then make the dart like the arrow (move like it)

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Couldn't you re-use the spellcasting animation. That kinda looks like throwing

 

WarKirby

 

you could probably use it, but it would look awkward. tho it would be fun to throw your sword at the guy, and then just walk over and pick it out of him. ;D

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It's not just the animation that is the problem, it is connecting that animation with a new attack type. Furthermore, it is also making those objects used in that attack type actually do anything. Pretty much everything associated with this is hardcoded stuff. You can't even script an object to cause damage on an NPC when it is thrown at them with the "z" key interaction. The closest you can get is the spellbased stuff which generally sucks.
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Damn, I was hoping that there was some way to do that, aww well..

There might be some way, I'm just not familiar with it, and you're unlikely to find many who are.

 

In order to get this to work, you kinda need to get some of the elements out of the way. The first problem is figuring out how to link a new animation (even if it's just the spell casting animation) to a new attack (one that does not replace a current attack) and make it so that animation can be consistantly called with a specific weapon, using a specific weapon skill. If you can solve that, you'll be alot closer to getting any new weapons working (spears included).

 

Second, making that weapon behave like a projectile (arrow). This one could be just as tricky/impossible. You could set a large attack distance on a weapon, but it wouldn't look right in any respects. One way might be to script a weapon so that durring an animation it gets removed, and the projectile gets created (via player.castspell xxx (we know it works, but the current application is wrong)), but since there isn't any easy way to figure out what the player is aiming at (to designate a target for the projectile) this could be a problem. In some ways this decreases the necessity of the first problem, but creates a few others. The other way would probably require cracking open the coding to see how arrows are controlled (aimed, created, and deal damage), and figuring out how to make a new ammo type without altering any of the hard coding. Since this second way probably breaks some laws, it isn't advisable.

 

There are probably others, but to me, these two are key to making any new weapon types (crossbows included) work.

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Hmm, interesting, but now I see how complicated this could get. As well at the fact that throwing knives spin when thrown...

That's the easy part. Just use an animated mesh, or possibliy an animated texture.

 

If someone can figure out how to make a homing spell, that would also be useful. IF it can home, it can follow a simple parabola.

 

As for making the held weapon disappear, there's a great place to hide any object: behind the player! You can probably adapt an existing animation for drawing a new projectile.

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