Assistance with ScriptsEnchants on Bows?

Post » Mon Jun 18, 2012 1:51 pm

First off, this is .. well. A very basic script, and it is casting the spell when the arrow hits the target, so that's good.
This is a bow that should 'mass paralyze' in an aoe targetted on the enemy hit with the arrow shot.
The issue I am having is this: If I set the spell to "Aimed," it casts a paralyze missile AFTER the arrow that comes from me to the target (and not the target of the arrow, but wherever the crosshair happens to be when the spell fires the split second afterwards.)
If I set the spell to "Target Actor," the spell happens immediately upon arrow impact wherever my cursor is pointing at the time. What I'd like to know is how to get the spell to always go off where the arrow hit, and not wherever my crosshair happens to be.



Scriptname AA_ArcaneBowTest01 extends activemagiceffect  {Testing the Arcane Bow}Spell property paralyzeSpell AutoEVENT onEffectStart(Actor akTarget, Actor akCaster)	paralyzeSpell.Cast(akCaster, akTarget)ENDEVENT
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Eddie Howe
 
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Post » Mon Jun 18, 2012 1:57 pm

From the wiki's documentation of http://www.creationkit.com/Cast_-_Spell:
Actor races can be set to cast magic only in the direction that the actor is facing; if the source is an actor with this racial setting, the target will be ignored.

What you could do is use http://www.creationkit.com/PlaceAtMe_-_ObjectReference to place an invisible activator at the player's location, then use http://www.creationkit.com/RemoteCast_-_Spell to cast the spell from that but still blame the player, then http://www.creationkit.com/DeleteWhenAble_-_ObjectReference the activator.

Or you could just place an explosion at the target actor that has a paralysis enchantment. That'd be much simpler and wouldn't require a projectile to travel from the player to the target.

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FABIAN RUIZ
 
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Post » Mon Jun 18, 2012 7:51 am

I actually did try the explosion option first. The problem is even though the graphic for the explosion went off, the paralyze only affected the enemy targetted directly. Anything done on AoE failed miserably except for damage which is set directly in the explosion dialog.
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Mr.Broom30
 
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Post » Mon Jun 18, 2012 5:14 am

Are you sure the explosion's radius was set correctly? The visuals could be very large but the actual range of the explosion very small.

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Nikki Lawrence
 
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Post » Mon Jun 18, 2012 3:21 am

I will futz with it a bit using the explosions again, because that was what I initially wanted to use! :)
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Chase McAbee
 
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Post » Mon Jun 18, 2012 10:10 am

I think I actually managed to get it working by attaching an explosion to a custom Projectile for my arrows.
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Mario Alcantar
 
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