Nightterror5 Posted February 18, 2012 Share Posted February 18, 2012 This actualy was a problem of mine since FO3, I wanted melee weapons to do special effects only on certain kinds of special attack-types.In FO3 and FONV it wasn't that important because firearms were the major weapons and I endet up doing some kind of custom dismemberment script instead.Now in Skyrim however I am once aggain trying to create some more interesting meele weapons than solely enchanted ones.But from what I can tell so far, there is no way to directly determine if a weapon is used in a power-, bash- or sneakattack. However the OnHit event can return these bools BUT is only aviable on ObjectReferences (or in my case on Actors). The idea is to make the weapon cast a buff onto the hit actor, which then somehow gets a script applied that tells me the type of attack that hit the actor. But how to approach this? Furthermore I wonder if there is a equivalent or walkarround for FONVs "RemoveAllItemsTyped" which removed all items of certain type (like weapon, armor, etc.) from a container and moved it into another. Link to comment Share on other sites More sharing options...
buddah Posted February 26, 2012 Share Posted February 26, 2012 Good luck on that, lots are having issues with papyrus. Link to comment Share on other sites More sharing options...
Cipscis Posted February 27, 2012 Share Posted February 27, 2012 ReferenceAliases and ActiveMagicEffects are sent events from the Actor at which they're pointing. I don't know if an effect would be applied soon enough to catch an OnHit event, but if you set a ReferenceAlias ahead of time you should be able to catch that. You'd probably be safe with a quest that has, say, 15 alias slots (or more, if it seems to be necessary) that resets itself whenever the player enters combat, using a method like this to attach them to nearby actors in order to catch OnHit events. Cipscis Link to comment Share on other sites More sharing options...
Astymma Posted February 27, 2012 Share Posted February 27, 2012 Well, I think you could constantly poll GetCombatTarget for your weapon's wielder while IsInCombat is true. Assign that result to your own extended actor class with your OnHit handler that returns the bools for the attack types. Link to comment Share on other sites More sharing options...
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