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Delayed blast fireball


demisovereign

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Ok, so You can set projectile explosions to timed detonate in the projectile properties (I already made lots of explosive arrows). However, timed and/or proximity based explosion only works if the arrow itself does not hit an npc/creature with an inventory. Shoot the arrow at a wall/ground/table/ceiling/etc or lob one over a wall, they work as intended. Shoot a draugr and the arrow hits, the explosion does not happen. The reason for this is because when you shoot an npc, the arrow actually goes in that NPCs inventory and it can equip and use that arrow on you. That can't happen if it explodes, and the engine does not destroy ammo through destruction data after it's in somethings inventory.

If you want it to explode after it impacts anything with an inventory, I don't know if thats going to be possible since the engine kills the destruction of the ammo when it is placed in the npc inventory.

 

Edit: WHat you may end up needing to do is create a custom enchantment effect on a bow that has a delayed explosion, I don't really see any other way to do that cleanly.

Edited by Sunnie
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Hmmm, I think it only works that way if its "ammo" (like the actual arrow object package). If you are just using projectile data, you might not need to use a script at all. Let me look at a couple spells real fast...

 

Edit: Ok, there are settings in the MGEF in the Visual Effects section to select projectile and explosion effects, but I think that only effects visuals. It may work with a delayed blast if the projectile you are using is set to have an explosive with a delay.

Edited by Sunnie
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Yeah, those are only visual, I have no problem making the spells look nice, but I don't know how to go about having the spell effects wait (x) amount of time to activate. I tried the scripts the other guys mentioned, but they either do not compile, or have zero effect on the spell. I was told to take a look at the conditionals, but there are only two related to time(that I can see) but they still don't support the function I'm looking for.

 

I thought this would be a fairly simple concept/implementation, but I guess I was wrong x.x

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