It always comes out at the feet (the 0.0.0 point of the NPC)
What I tried so far:
target.PlayImpactEffect(BloodSprayImpactSetRed, "", 0, 0, 0, 100, false, true)
target.PlayImpactEffect(BloodSprayImpactSetRed, "", 0, 0, 100, 512, true, true)
target.PlayImpactEffect(BloodSprayImpactSetRed, "", 0, 0, 0, 512, false, false)
target.PlayImpactEffect(BloodSprayImpactSetRed, "", 0, 0, 100, 512, false, false)
target.PlayImpactEffect(BloodSprayImpactSetRed, "NPCEyeBone", 0, 0, -1, 512, true, true)
Here is what the Wiki reads (but I guess I am not understanding it):
Syntax
bool Function PlayImpactEffect(ImpactDataSet akImpactEffect, string asNodeName = "", float afPickDirX = 0.0, float afPickDirY = 0.0,
float afPickDirZ = -1.0, float afPickLength = 512.0, bool abApplyNodeRotation = false,
bool abUseNodeLocalRotation = false) native
Parameters
akImpactEffect: The ImpactDataSet to use for the impact effect.
asNodeName: The string for the node to be used to determine the pick origin.
Default: empty string
afPickDirX: The pick direction vector X value.
Default: 0
afPickDirY: The pick direction vector Y value.
Default: 0
afPickDirZ: The pick direction vector Z value.
Default: -1
afPickLength: The length to be used for the pick.
Default: 512
abApplyNodeRotation: Whether or not to apply the rotation of the node to the pick direction.
Default: false
abUseNodeLocalRotation: Whether or not to use the node's local rotation.
Default: false (so as to use the node's world rotation)
Return Value
