The6thMessenger Posted July 16, 2020 Share Posted July 16, 2020 Hey As it turns out, DLC01 WeaponFireEffect, the one used by the Salvaged Assaultron Head, works with throwing weapons. This is a big problem in my mod M84 Gustav, because simply throwing a grenade while the weapon is equipped will expend the launcher. Scriptname T6MM72WeapOnFireEffect extends ActiveMagicEffect Hidden SPELL Property myWeaponFireSpell Auto Const String Property myAnimEvent Auto Const Weapon Property M72Fire Auto Const <<Weapon Type here>> Event OnEffectStart(Actor akTarget, Actor akCaster) DEBUG.TRACE("Effect applied to "+akCaster+" by "+akTarget) registerForAnimationEvent(akTarget, myAnimEvent) EndEvent Event OnAnimationEvent(ObjectReference akSource, string asEventName) debug.trace("Received anim event: "+asEventName) if asEventName == myAnimEvent && <<weapon-type check here>> myWeaponFireSpell.Cast(akSource) else ; get some other anim event? re-register. registerForAnimationEvent(akSource, myAnimEvent) endif EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) UnregisterForAnimationEvent(akCaster, myAnimEvent) EndEvent How can I properly filter what is being used so that the Spell will only trigger if a specific weapon is used. Link to comment Share on other sites More sharing options...
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