GreatLucifer Posted July 31, 2011 Share Posted July 31, 2011 Ive made the paralyze arrows but I wanted to make some that has the knock down effect which is different. The knock down effect is a random occurrence after you reach master marksman. Just clarifyingI know. Have you tried my script? Cause that's what mine simulates. It's the opposite of the paralyze-thing, as paralyze locks their skeleton in pose, whereas mine triggers the ragdoll-state. Link to comment Share on other sites More sharing options...
Faceshifter Posted July 31, 2011 Share Posted July 31, 2011 If you wish to add a randomizer, meaning not every arrow knocks the target down, you can use this script instead of GreatLucifer's. scn RagDollScript ref Self Short RandomChance begin ScriptEffectStart set Self to GetSelf Set RandomChance to GetRandomPercent If ( Randomchance >= 89 ) Self.pushactoraway Self -1 EndIf end This will knock down only in 10% of the arrows shot (approximately). If you wish to modify the chance, GetRandomPercent generates a number from 0 till 99. So if you wished to knock down on 20% of the cases, you shouldn't pick ( RandomChance >= 80 ) because this would be in 19% of the cases. Pick 79 instead. Link to comment Share on other sites More sharing options...
onson Posted July 31, 2011 Author Share Posted July 31, 2011 Ive made the paralyze arrows but I wanted to make some that has the knock down effect which is different. The knock down effect is a random occurrence after you reach master marksman. Just clarifyingI know. Have you tried my script? Cause that's what mine simulates. It's the opposite of the paralyze-thing, as paralyze locks their skeleton in pose, whereas mine triggers the ragdoll-state. Link to comment Share on other sites More sharing options...
onson Posted July 31, 2011 Author Share Posted July 31, 2011 Ive made the paralyze arrows but I wanted to make some that has the knock down effect which is different. The knock down effect is a random occurrence after you reach master marksman. Just clarifyingI know. Have you tried my script? Cause that's what mine simulates. It's the opposite of the paralyze-thing, as paralyze locks their skeleton in pose, whereas mine triggers the ragdoll-state. Link to comment Share on other sites More sharing options...
onson Posted July 31, 2011 Author Share Posted July 31, 2011 I'm gonna try everyone's suggestions and see what I like best. Haven't been home to try them out just yet. Link to comment Share on other sites More sharing options...
Faceshifter Posted August 1, 2011 Share Posted August 1, 2011 PushActorAway -1 does not as GreatLucifer predicted. The target will gain one feet of air and tumble down. The arrow doesn't push it backwards. Use player.PushActorAway Target X instead. Link to comment Share on other sites More sharing options...
onson Posted August 1, 2011 Author Share Posted August 1, 2011 Actually, there is a way you can script this. Basically, enchant an arrow with a spell made with the CS. The effect is a Script Effect. Let's call it Knockback. So what you'd want to do is make it when the effect is applied, a push effect is added. Best to get the highest version of OBSE, you will need it. What the script will do is launch the hit NPC or creature by pushing it a defined amount of feet from you. It works up to about 1000 feet before being more or less useless. For realistic knockdown, do 5. For a stun effect, do 1. For a decent reasonable launch, you'll want 25. For a large launch (perhaps a 440-pound pull bow simulation?), do 100. For full craziness, do 1000. The variable you define will be represented by X here. Here is the script: scn KnockbackEffect ref me begin scripteffectstart set me to getself player.pushactoraway me X end For a good example, I will show the one for a normal launch that you likely want: scn KnockbackEffect ref me begin scripteffectstart set me to getself player.pushactoraway me 25 end Now, the good thing is that you can use this in spells, or simply as an effect for ANY weapon. Yeah, have fun.As I said before, you need OBSE, likely a higher version. No Exceptions. It won't work otherwise. Should be a fairly quick mod. If you just want a quick mod, my Taser Mod has this kind of stuff, but with "Stun" type. so I tried this one first, applying this script effect to an arrow and it works pretty well. Setting at 25 knocks the enemy back a bit, I tried it at 1 and they will just collapse for a second and get back up , pretty much the effect I had in mind. Now I'm going to experiment with some other suggestions. Im thinking of trying the script someone mentioned that added a variable and using it on a club! Does anyone know how you could add a "force NPC to sleep" effect on top of that? The "Club of Napping" lol ? It could be scripted to where if you snuck up on a NPC and struck them with the club it would render them unconsious for x time. I'm not good with scripts, I can only slightly modify existing ones, so any help would be greatly appreciated! Link to comment Share on other sites More sharing options...
Faceshifter Posted August 1, 2011 Share Posted August 1, 2011 I am not sure, but you can try to set the target essential if he isn't, kill him, (perhaps restore HP) and set him unessential. Link to comment Share on other sites More sharing options...
eric31415 Posted August 1, 2011 Share Posted August 1, 2011 Check out the mod Telekinetic Mastery. It adds many knockdown, throwback, haul towards, force choke (just like Darth Vader), area effect (knockdown groups of enemies), etc... spells that you can buy from a vendor in the Arcane U. Also has weapons with these effects already applied. Try this mod, even if you still intend to create your own. It will give you an idea of what is possible with these types of effects, and if you check out the author's scripts in the CS, it can be an excellent tutorial. Personally, i prefer to use spells for these types of effects, as i like the variety. Also; if you use Deadly Reflex along with arrows that knockdown opponents every time you will probably never have the satisfaction of seeing your enemy fall to his knees, spewing blood from the lethal chest wound that you just delivered. Link to comment Share on other sites More sharing options...
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