Basically I'm trying a simple object spawn upon impact of a projectile. I'm using an explosion which spawns an activator which is scripted with a "PlaceAtMe"
I'm chaining it like this:
Spell -> magic effect; with spawn scripted ref, snap to navmesh, no magnitude, and a projectile (no explosion) -> projectile; invisble, 10000 velocity, explosion trigger on impact -> explosion; invisble, ignores los and imagespace, placed object an activator -> activator; invisble, is marker, collision geometry, scripted with an OnLoad() placeAtMe script (i also have a debug.trace after the placeatme to check if the actorbase is spawned).
The problem is i made it work once. Added some visual effects to the mgef and tried to add an if statement to the script. The if event didnt work, nothing spawned. I removed it re-compiled the script. Yet it still doesn't work. Checked the log no mention of my trace. So i fire the spell of close to the player to see if the activator or explosion spawns... Nothing.
So i change the explosion to a visible one, now suddenly the spawn is double, i get two copies of the actorbase. I lowered the velocity of the projectile to see if they spawn at the same time. No, one copy spawns halfways to impact, without explosion, the other spawns on impact with explosion setting the first copy on fire (due to impact data probably).
So i change back to the original invisible explosion, but that one also spawns two copies now. I change the projectile to a visible one to see if it is the projectile, and again double spawn.
So I try to give the mgef the explosion and remove it from the projectile, but now nothing spawns again..no marker nor explosion.
As a final check i test the Throwvoice shout in-game but it seems to work properly...
Could this be corrupt data?
A bug with explosions?
Or am i doing something terribly wrong?
Does anybody have a spawn by scripted activator on explosion type mod/esp that i could do tests with?
Thank you very much for any help!
