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Weapon Script Help


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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.

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