Jump to content

Thrown Weapon Possiblity?(question/request)


MovingSalad

Recommended Posts

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.

 

Great, except if they're in 3rd person. I think the best way would be to make something like the holding pouch which acts as the weapon that is equipped in the standard spot for a 1h sword/mace. Then have within your inventory a supply of shrukens or whatever that are removed as they're used. This way you can unsheath/sheath the weapon using the same animations as your standard sword, and generally makes the whole mess easier to code... Once you get over those two problems that is.

Link to comment
Share on other sites

@Chopstick

That one uses a spell. It's cool, anyway.

 

@Vagrant0:

You can't even script an object to cause damage on an NPC when it is thrown at them with the "z" key interaction.

Ye' may be wrong. "Begin OnTriggerMob"?

Second, making that weapon behave like a projectile (arrow). This one could be just as tricky/impossible.

I've had the same problem... I used traps. (And it worked :))

 

------------------

@Everyone

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. laugh.gif

Does ANYONE know how to change the _object_ used by spells? For example, using a plate, coin, etc (mesh) instead of the basic "ball" in the "Flare" spell? I can't figure out how to do it :(

Link to comment
Share on other sites

@Vagrant0:
You can't even script an object to cause damage on an NPC when it is thrown at them with the "z" key interaction.

Ye' may be wrong. "Begin OnTriggerMob"?

 

Ok, that's one blocktype to use that might work. Now try having it cause damage on what gets hit. Here lies the problem. You need a way to detect what gets hit with the object, and have some way of causing that actor some damage. In my own experiements I went around the problem by trying to make a potion bottle cause an area effect. After a few hours or trying I couldn't get it working. The problem being that inventory objects can't reference themselves, so naturally can't cast a spell on themselves. It might be possible with an activator and a "placeatme", but I havn't had the time to go back and look. This isn't the same thing, but it was one step toward it.

 

There is a topic on the wiki similar to this. They've come to the same conclusions I have (although I think I've come a bit closer to putting anything possible together). Wiki Topic

Link to comment
Share on other sites

I'll try figure to night.

 

Lol, look at this quote (may be thread-hijacking):

Ok I've tried alot, and since nothing worked I presume that static objects/activators cannot be moved with a script. However the player and most likely other actors can be moved with this command. (Not sure about the items)
Link to comment
Share on other sites

Does ANYONE know how to change the _object_ used by spells? For example, using a plate, coin, etc (mesh) instead of the basic "ball" in the "Flare" spell? I can't figure out how to do it :(

 

Behold the dreaded 'Watermelon of Flames'.

 

To change a spell's mesh/icon, open the Gameplay menu, and click on Magic Effect, or Spell Effects, not sure which. Find its entry, and set it up the way you want. Changing the mesh for an *individual* spell would likely necessitate the creation of a custom effect. Note that in order to use Oblivion's meshes or icons, you need to unpack the relevant BSA file. Here's one utility that will do that.

 

For some reason, the esp below seems to disable the hit effect (although when an actor is hit, the burning effect works fine). If someone who doesn't have their BSAs unpacked could test it to see if the mesh works right, that might be useful.

 

P.S. This should probably be in it's own thread, but oh well...

Link to comment
Share on other sites

Does ANYONE know how to change the _object_ used by spells? For example, using a plate, coin, etc (mesh) instead of the basic "ball" in the "Flare" spell? I can't figure out how to do it :(

 

Behold the dreaded 'Watermelon of Flames'.

 

To change a spell's mesh/icon, open the Gameplay menu, and click on Magic Effect, or Spell Effects, not sure which. Find its entry, and set it up the way you want. Changing the mesh for an *individual* spell would likely necessitate the creation of a custom effect. Note that in order to use Oblivion's meshes or icons, you need to unpack the relevant BSA file. Here's one utility that will do that.

 

For some reason, the esp below seems to disable the hit effect (although when an actor is hit, the burning effect works fine). If someone who doesn't have their BSAs unpacked could test it to see if the mesh works right, that might be useful.

 

P.S. This should probably be in it's own thread, but oh well...

 

wait a minute, are you the guy who made the decapitation spell? cause I really want that spell.

Link to comment
Share on other sites

wait a minute, are you the guy who made the decapitation spell? cause I really want that spell.

Never even heard of it. You might be able to get that effect by substituting a headless body when someone gets hit with a spell, though.

 

ya, i saw the vid on YouTube, the guy did the decapitation, it replaces it with the headless body as you said, then a skeleton's head appears, and falls with the body, it looked really cool, he also did a flaming watermelon spell.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...