xyzman Posted May 26, 2012 Share Posted May 26, 2012 Hi ! I searched for a spell to summon a creature not at myself but near the enemy. I think of sneaking in the darkness and spot the enemy.Point at the ground near them and cast the summon spell.This fires the projectile, it hits the ground or wall or enemy itself and the crature summons near this point. I didn't find anything like this and i was not able to create such a spell.I tried to change spell effect ZZOM (for zombies) from self to target, but this is not possible.So i have no idea what to do. xyzman Link to comment Share on other sites More sharing options...
Th3uNKn0wN Posted May 26, 2012 Share Posted May 26, 2012 (edited) --Nevermind-- Edited May 26, 2012 by Th3uNKn0wN Link to comment Share on other sites More sharing options...
xyzman Posted June 18, 2012 Author Share Posted June 18, 2012 Please, somebody has an idea how to make this ? Link to comment Share on other sites More sharing options...
WarRatsG Posted June 19, 2012 Share Posted June 19, 2012 Would probably require OBSE. Make a marker and move it forward until it leaves the players LOS. Then, move it back a bit and place the zombie there. It will require a little trigonometry, but when the marker has left your LOS then that just means it has gone behind a wall or the floor. That means you have gone as far as possible and you just have to move it back before placing the zombie. NPCs will not be able to use this spell. Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted June 19, 2012 Share Posted June 19, 2012 An invisible Activator, or Marker, is the key here, as activators can cast spells through scripting, even though they're neither actors nor can they possess a spell book. If you're rather after targeting an actor with a spell and then getting it surrounded by summons, you can create a spell, range "target", scripted effect, with following "spell"-type script snippet: scn MyCustomTargetedSummonSpellScript ref self float xPos float yPos float zPos Begin ScriptEffectStart set self to GetSelf ; will be the actor the spell is running on, the one affected, hit by the spell set xPos to self.getPos X ; get targets exact location set yPos to self.getPos Y set zPos to self.getPos Z MyCasterREF.moveto self ; get it into the same cell, not necessarily at the exact same location though MyCasterREF.setPos X xPos ; position it at the right place for summoning, the exact same location this time MyCasterREF.setPos Y yPos MyCasterREF.setPos Z zPos ; maybe use a higher location for this one, as else it is on the ground, and maybe then some summons will spawn weirdly off placed or inside ground, I dont know MyCasterREF.cast MyChosenSummonSpell MyCasterREF ; assuming summon spells are of range self this could be required End This will move your invisible activator, marker or whatever to the location of the actor you hit with your target spell and will summon your... summons there."MyCasterREF" is the "persistent reference" ID of your activator. "MyChosenSummonSpell" is the spell ID of the summon spell of your choice. For a solution independent of hitting an actor, for example also working when hitting the ground without an actor even necessarily being close, with the spell refer to what WarRatsG posted above.Or use different approaches to determine the spot the player is looking at and place the activator there before making it cast the spell. Link to comment Share on other sites More sharing options...
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