Spell or Effect scripting help needed.

Post » Mon Jun 18, 2012 8:04 pm

Okay, as a scripting novice I've totally confused myself.

I want to use the "DragonFireProjectile02" projectile and have it fire straight up into the air from a hidden activator (like XMarkerActivator) for a duration of a couple seconds.
Do I need to create a custom magic effect (to contain the projectile) and spell (to fire it off) to accompolish this?
It's only seems to be used with voice spells/actors and I can't wrap my head around how to to rig this up.

Thanks for any insight.
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Sxc-Mary
 
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Post » Tue Jun 19, 2012 8:59 am

Just wanted to add that I do not care about spell effects (like damage, etc.), I just want the projectile animation to run in the world for visual effect.
(When the player enters an area pillars of flame shoot skyward)
Is there a way to put the projectile in the world and just run its animation?
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Rachell Katherine
 
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Post » Mon Jun 18, 2012 7:08 pm

Try creating a magic effect. For visual effects there is a field for projectiles.
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Damien Mulvenna
 
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Post » Mon Jun 18, 2012 9:13 pm

Figured it out. It's turned out pretty well.

Added a PressurePlate and set it as the ActivateParent of an XMarkerActivator.
Added an XMarker directly above the XMarkerActivator and set the LinkedRef in the XMarkerActivator to the XMarker.
Added a script to the XMarkerActivator that has a single property of Spell.
Set Spell property to VoiceDragonFire05

Scriptname KreijCastDragonBreath extends ObjectReference{Cast DragonBreath Spell}Event OnActivate(ObjectReference akActionRef)	mySpell.Cast(self, self.GetLinkedRef())endEventSPELL Property mySpell Auto

Player steps on plate and whooosh.

I think I was over-engineering the whole thing. lol
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P PoLlo
 
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