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Special Bow Enchantment


PanzerOfGod

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Hello all, I was wondering if it is possible to script it so that an enchantment for a bow makes the bow fire more than one arrow at a time.

 

If anyone can tell me I would greatly appreciate it.

 

P.S. It has to be an enchantment script, because I already have a message script on the bow.

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  Panzer_of_God said:
Hello all, I was wondering if it is possible to script it so that an enchantment for a bow makes the bow fire more than one arrow at a time.

 

If anyone can tell me I would greatly appreciate it.

 

P.S. It has to be an enchantment script, because I already have a message script on the bow.

Nope, not really. The problem is that you can't create items in motion (like arrows) from a script, something has to physically shoot the second arrow. Add that to the fact that you can't have anything shoot a second arrow till long after the first hits (since there's no way to determine what the player is targeting until a hit is made). The closest you could probably come is by playing with the arrow models, and linking an additional arrow mesh to the one being shot that is hidden within or behind the player's arm or something. It would still count as a single arrow, with a single hit, but you might be able to create the illusion that two were fired.

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  Abramul said:
Is it possible to have an NPC sync actions with the player? If so, you could probably set up 1+ invisible NPCs to do so, and (possibly) remove however many arrows from the player.

I'm not aware of anything that makes an NPC copy player movements, but even then the aim of the second archers would be off by enough. Have to remember that the second archer would have to stand either beside the player, or behind and considderably above the player (and hope that the player isn't aiming downward) for the player to not be hit by those arrows. Since we're talking 1 character width between arrows, that would be the same width at the target, which would only be of use if you were shooting at something rather slow and large... Oh, and forget being able to move without walking into the invisible archer, or using it within a tight space.

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Vagrant and Abrumal, since you know more than me about scripts, maybe you can tell me how to finish this one:

 

scn TestHircDeerSummonScript

 

ref Player

 

Begin GameMode

If(Player.GetEquipped TestHircRing == 1)

Moveto Player 30, 0, 0

endif

end

 

Begin GameMode

If(Player.GetEquipped TestHircRing == 0)

Moveto

endif

end

 

 

The part that needs finishing is the MoveTo command on Line 13. I need to know how to make the object that this script is attached to warp to a cell I have prepared for it when "TestHircRing" becomes unequipped. Can you tell me how?

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I'd recommend something like this attached to the ring:

scn TestHircRingSummon

begin OnUnEquip
HircDeerREF.Moveto Player 30, 0, 0
end

begin OnUnEquip
HircDeerREF.Moveto HircDeerStorageMarker
end

 

You'll need to give the specific instance of the deer a unique ID (HircDeerREF), and make it persistent. You'll also need a marker in whatever cell you want the deer to be in when not at the player's location.

 

I don't *think* it's permitted to use a MoveTo without any arguments, but I could be wrong.

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  Panzer_of_God said:
Vagrant and Abrumal, since you know more than me about scripts, maybe you can tell me how to finish this one:

 

scn TestHircDeerSummonScript

 

ref Player

 

Begin GameMode

If(Player.GetEquipped TestHircRing == 1)

Moveto Player 30, 0, 0

endif

end

 

Begin GameMode

If(Player.GetEquipped TestHircRing == 0)

Moveto

endif

end

 

 

The part that needs finishing is the MoveTo command on Line 13. I need to know how to make the object that this script is attached to warp to a cell I have prepared for it when "TestHircRing" becomes unequipped. Can you tell me how?

What are you trying to do? Something like http://www.tessource.net/files/file.php?id=5386 or is there a specific reason why that NPC can't just be created/destroyed every time the ring changes state? It's easier to use a placeatme/removeme function than using moveto functions. A moveto function would require a marker placed somewhere unreachable, and require other internal switches to make it so that any packaging on the NPC isn't being used while they are in that cell. Which essentially means it can be more complicated.

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  Abramul said:
I'd recommend something like this attached to the ring:

scn TestHircRingSummon

begin OnUnEquip
HircDeerREF.Moveto Player 30, 0, 0
end

begin OnUnEquip
HircDeerREF.Moveto HircDeerStorageMarker
end

 

You'll need to give the specific instance of the deer a unique ID (HircDeerREF), and make it persistent. You'll also need a marker in whatever cell you want the deer to be in when not at the player's location.

 

I don't *think* it's permitted to use a MoveTo without any arguments, but I could be wrong.

 

That helps, but 2 questions:

1. How do I make it persistent?

and 2. Where are the markers in the CS? I can't find them in the categories of objects I've looked in.

 

Edit: Disregard Question 1

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  Vagrant0 said:
  Panzer_of_God said:

Vagrant and Abrumal, since you know more than me about scripts, maybe you can tell me how to finish this one:

 

scn TestHircDeerSummonScript

 

ref Player

 

Begin GameMode

If(Player.GetEquipped TestHircRing == 1)

Moveto Player 30, 0, 0

endif

end

 

Begin GameMode

If(Player.GetEquipped TestHircRing == 0)

Moveto

endif

end

 

 

The part that needs finishing is the MoveTo command on Line 13. I need to know how to make the object that this script is attached to warp to a cell I have prepared for it when "TestHircRing" becomes unequipped. Can you tell me how?

What are you trying to do? Something like http://www.tessource.net/files/file.php?id=5386 or is there a specific reason why that NPC can't just be created/destroyed every time the ring changes state? It's easier to use a placeatme/removeme function than using moveto functions. A moveto function would require a marker placed somewhere unreachable, and require other internal switches to make it so that any packaging on the NPC isn't being used while they are in that cell. Which essentially means it can be more complicated.

 

Yes, that is a bit similar... but this deer is only part of a larger mod (and by the way if you were wondering, hirc is short for hircine, so the deer part of it does resemble your mod in the sense that it also involves a daedric god. I assure you the similarities are coincidental.) I read on the CS wiki that placeatme objects may or may not really be removed, which is why I chose not to risk it and went with moveto instead. I'm fine with the extra complications though, I always work out these types of things eventually.

 

Also, would you mind if I took a look at your scripts and AI and such for the sheep to get some ideas?

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