tony007 Posted August 5, 2008 Share Posted August 5, 2008 Arrows only activate their magical effects when you hit an enemy. Is there a way to get them to activate the effects anyway if they hit something? Like if you have exploding arrows, make them explode anywhere you shoot, not just on enemies. Link to comment Share on other sites More sharing options...
LoginToDownload Posted August 5, 2008 Share Posted August 5, 2008 It is doable, but it requires a lots of work to tell when an arrow hits something aside from an actor. I think the essential idea is to keep a TrigZone at the player's location, and check everything that triggers it to see if it's an "Exploding Arrow". (Arrows can't actually have scripts for some frustrating reason) If so, monitor its position and/or angle from frame to frame to check its speed. If it bounces or stops, yank it out of existence and cast the appropriate AoE spell at where the arrow was via activator. You might be best off using Thieves Arsenal as a reference for how to check arrow-collision. Link to comment Share on other sites More sharing options...
tony007 Posted August 5, 2008 Author Share Posted August 5, 2008 It is doable, but it requires a lots of work to tell when an arrow hits something aside from an actor. I think the essential idea is to keep a TrigZone at the player's location, and check everything that triggers it to see if it's an "Exploding Arrow". (Arrows can't actually have scripts for some frustrating reason) If so, monitor its position and/or angle from frame to frame to check its speed. If it bounces or stops, yank it out of existence and cast the appropriate AoE spell at where the arrow was via activator. You might be best off using Thieves Arsenal as a reference for how to check arrow-collision. Yeah, I know i have exploding arrows from the Exploding Arrows mod. I don't really get what you're saying. How i interpreted it is you shoot an arrow, go to the place where the arrow was shot and cast an AoE spell? isn't that stupid? I'm asking on information to mod the arrow, perhaps some scripts would do. How did the guy in the Thieves arsenal do it? Oh, this guy even showed us on Youtube: Link to comment Share on other sites More sharing options...
LoginToDownload Posted August 5, 2008 Share Posted August 5, 2008 No, you make an activator moved to the arrow cast it. Like how the Altars of the Nine and the Vahtacen column for the Mages Guild questline work. Link to comment Share on other sites More sharing options...
tony007 Posted August 5, 2008 Author Share Posted August 5, 2008 No, you make an activator moved to the arrow cast it. Like how the Altars of the Nine and the Vahtacen column for the Mages Guild questline work. So you're saying, make the arrow an activator so when it's at a certain distance from a certain surface, the activator casts an exploding spell? BTW, are you using a translator? :unsure: Link to comment Share on other sites More sharing options...
LoginToDownload Posted August 6, 2008 Share Posted August 6, 2008 English is my first language... :unsure: I mean, any activator. Traditionally an invisible one. I use ones with the TrigZone.nif myself. You move your "Caster" activator to where the arrow was a frame or two ago and cast it at the arrow in question. Though I suppose there are better methods of getting it to explode right away. Link to comment Share on other sites More sharing options...
tony007 Posted August 6, 2008 Author Share Posted August 6, 2008 English is my first language... :unsure: I mean, any activator. Traditionally an invisible one. I use ones with the TrigZone.nif myself. You move your "Caster" activator to where the arrow was a frame or two ago and cast it at the arrow in question. Though I suppose there are better methods of getting it to explode right away. I downloaded the Arrows of the Ayleid King and i can't find AACasterRef1 and AACasterRef2. The plugin says it's in the REFR group. Where is ths REFR group? I need this to activate the explosion. Link to comment Share on other sites More sharing options...
LoginToDownload Posted August 6, 2008 Share Posted August 6, 2008 The REFR group are references. That is to say, things placed in the world. In all likelihood the mod would insert them into a cell the mod itself added. Link to comment Share on other sites More sharing options...
tony007 Posted August 6, 2008 Author Share Posted August 6, 2008 The REFR group are references. That is to say, things placed in the world. In all likelihood the mod would insert them into a cell the mod itself added. ref selfBegin ScriptEffectStart set self to getself player.PushActorAway self 100Playsound TRPMineExplodeEnd How do i make this script work for spells? It says "self" on line "set self to getself" isn't valid or something. Link to comment Share on other sites More sharing options...
LoginToDownload Posted August 6, 2008 Share Posted August 6, 2008 The script works fine for me... You did, of course, give it a scriptname? To apply it to a spell, make sure the box at the top of the script reads "Magic Effect", select your spell, give it a "Script Effect" effect, and set the "script" drop-down box to that one. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.