The6thMessenger Posted July 16, 2020 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.
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