Throwing Knives Mod Help

Post » Tue Jun 19, 2012 11:38 am

Hi, I was working on this mod for a while but I got stuck at one point and I would like to know your opinion

this is the mod page: http://steamcommunity.com/sharedfiles/filedetails/?id=13998

The problem is that in the third person, knives is fired in any direction, I'm trying to fix that. works better in first person, at least to me. I was trying to solve the problem of the third person, but I can not make it work, if anyone know how to do it, I appreciate if you tell me how. but looks cool when you do the Dual Wield Power Attack and knives go in all directions.

hope it works for you, and feel free to improve the mod and continue with this idea.

this is the script:

Spoiler
Scriptname FireKnivesScript extends ActorWEAPON Property IronKnife  AutoAMMO Property IronKnifeAmmo  Autoimport gameimport utilityWEAPON KnifeEquipedRWEAPON KnifeEquipedLEvent OnObjectEquipped(Form akBaseObject, ObjectReference akReference)  Utility.Wait(0.1)  if(self.GetEquippedWeapon(false) == IronKnife)   RegisterForAnimationEvent(self, "WeaponSwing")   KnifeEquipedR = self.GetEquippedWeapon(false)  endif  if(self.GetEquippedWeapon(true) == IronKnife)   RegisterForAnimationEvent(self, "WeaponLeftSwing")   KnifeEquipedL = self.GetEquippedWeapon(true)  endifendEventEvent OnObjectUnequipped(Form akBaseObject, ObjectReference akReference)   if (akBaseObject as Weapon == IronKnife)  Utility.Wait(0.1)  if(self.GetEquippedWeapon(false) != KnifeEquipedR)   UnregisterForAnimationEvent(self, "WeaponSwing")   KnifeEquipedR = None  endif  if(self.GetEquippedWeapon(true) != KnifeEquipedL)   UnregisterForAnimationEvent(self, "WeaponLeftSwing")   KnifeEquipedL = None  endif  endIfendEventEvent OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)if (akBaseItem == IronKnife) && (self.GetItemCount(IronKnife) == 0)  KnifeEquipedR = None  KnifeEquipedL = NoneendifendEventEvent OnAnimationEvent(ObjectReference akSource, string asEventName)if (asEventName == "WeaponSwing") && (KnifeEquipedR == IronKnife)  Utility.Wait(0.1)  KnifeEquipedR.fire(self as objectReference, IronKnifeAmmo)  Utility.Wait(0.1)  KnifeEquipedR.fire(self as objectReference, IronKnifeAmmo)  Utility.Wait(0.1)  KnifeEquipedR.fire(self as objectReference, IronKnifeAmmo)endIfif (asEventName == "WeaponLeftSwing") && (KnifeEquipedL == IronKnife)  KnifeEquipedL.fire(self as objectReference, IronKnifeAmmo)  Utility.Wait(0.1)  KnifeEquipedL.fire(self as objectReference, IronKnifeAmmo)  Utility.Wait(0.1)  KnifeEquipedL.fire(self as objectReference, IronKnifeAmmo)endIfendEvent 

I am new to scripts, so do not know if I did, is the best way to call functions and everything else. appreciate it if you tell me how to improve it as well find a way to link the amount of ammunition used, with the number of knives that the player has. try to make a condition on OnAnimationEvent, but I could not make it work. the problem of shooting in the third person seems to be the position of the weapon when fired, which does not occur in first person, do not know why..appreciate the help you can give me

this is the new spript with form lists

Spoiler
Scriptname FireKnivesScript extends ActorWEAPON Property IronKnifeAmmoFake  AutoWEAPON Property ElvenKnifeAmmoFake  AutoFormList Property ThrowingKnifeList  AutoFormList Property ThrowingKnifeAmmoList  AutoFormList Property ThrowingKnifeAmmoFakeList  Autoint KnifeTypeWEAPON ThrowingKnifeAMMO ThrowingKnifeAmmoimport gameimport utilityWEAPON KnifeEquipedRWEAPON KnifeEquipedLAMMO KnifeAmmoEquipedRAMMO KnifeAmmoEquipedLint KnifeRoundRint KnifeRoundLbool OnAttackbool InfiniteKnife = falseint KnifeInfiniteTypeint KnifeEquipedTypeRint KnifeEquipedTypeLint Function GetFormIndex(FormList List, Form Member) globalif (!List.HasForm(Member))  Return -1endifint Index = 0While (List.GetAt(Index) != Member)  Index += 1EndWhileReturn IndexEndFunctionint Function GetKnifeRound(int Index) globalif (index == 0)  Return 3else  Return 1endifEndFunctionEvent OnObjectEquipped(Form akBaseObject, ObjectReference akReference)KnifeType = GetFormIndex(ThrowingKnifeList, akBaseObject)ThrowingKnife = ThrowingKnifeList.GetAt(KnifeType) as weaponif(self.GetEquippedWeapon(false) == ThrowingKnife)  RegisterForAnimationEvent(self, "WeaponSwing")  KnifeEquipedR = self.GetEquippedWeapon(false)  KnifeAmmoEquipedR = ThrowingKnifeAmmoList.GetAt(KnifeType) as ammo  KnifeRoundR = GetKnifeRound(KnifeType)  KnifeEquipedTypeR = KnifeTypeendifif(self.GetEquippedWeapon(true) == ThrowingKnife)  RegisterForAnimationEvent(self, "WeaponLeftSwing")  KnifeEquipedL = self.GetEquippedWeapon(true)  KnifeAmmoEquipedL = ThrowingKnifeAmmoList.GetAt(KnifeType) as ammo  KnifeRoundL = GetKnifeRound(KnifeType)  KnifeEquipedTypeL = KnifeTypeendifif(ThrowingKnifeAmmoFakeList.HasForm(akBaseObject))  KnifeInfiniteType = GetFormIndex(ThrowingKnifeAmmoFakeList, akBaseObject)endifendEventEvent OnObjectUnequipped(Form akBaseObject, ObjectReference akReference)if (akBaseObject == KnifeEquipedR) || (akBaseObject == KnifeEquipedL)  Utility.Wait(0.1)  if(self.GetEquippedWeapon(false) != KnifeEquipedR) && (KnifeEquipedR != None)   UnregisterForAnimationEvent(self, "WeaponSwing")   KnifeEquipedR = None  endif  if(self.GetEquippedWeapon(true) != KnifeEquipedL) && (KnifeEquipedL != None)   UnregisterForAnimationEvent(self, "WeaponLeftSwing")   KnifeEquipedL = None  endifendIfif(ThrowingKnifeAmmoFakeList.HasForm(akBaseObject))  KnifeInfiniteType = -1endif;KnifeInfiniteType = GetFormIndex(ThrowingKnifeAmmoFakeList, akBaseObject)endEventEvent OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)KnifeType = GetFormIndex(ThrowingKnifeAmmoList, akBaseItem)ThrowingKnife = ThrowingKnifeList.GetAt(KnifeType) as weaponThrowingKnifeAmmo = ThrowingKnifeAmmoList.GetAt(KnifeType) as ammoif (akBaseItem == ThrowingKnifeAmmo)  self.RemoveItem(ThrowingKnifeAmmo, aiItemCount, true)  self.AddItem(ThrowingKnife, aiItemCount, true)endIfendEventEvent OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)if (OnAttack == true)  akItemReference.Delete()  OnAttack = FalseendifKnifeType = GetFormIndex(ThrowingKnifeList, akBaseItem)ThrowingKnife = ThrowingKnifeList.GetAt(KnifeType) as weaponif (self.GetItemCount(ThrowingKnife) == 0)  UnregisterForAnimationEvent(self, "WeaponSwing")  UnregisterForAnimationEvent(self, "WeaponLeftSwing")  KnifeEquipedR = None  KnifeEquipedL = NoneendifendEventEvent OnDying(Actor akKiller)UnregisterForAnimationEvent(self, "WeaponSwing")UnregisterForAnimationEvent(self, "WeaponLeftSwing")KnifeEquipedR = NoneKnifeEquipedL = NoneendEventFunction ShootingKnives(weapon ShootingWeapon, ammo ShootingAmmo, int round, int InfiniteAmmo)int Sround = roundwhile (Sround > 0)  ShootingWeapon.fire(self as objectReference, ShootingAmmo)  Sround = Sround - 1  Utility.Wait(0.05)endWhileOnAttack = trueif(KnifeInfiniteType != InfiniteAmmo)  self.DropObject(ShootingWeapon, round)endifendFunctionEvent OnAnimationEvent(ObjectReference akSource, string asEventName)if (asEventName == "WeaponSwing")  if (KnifeEquipedR != None) ;&& (self.GetItemCount(KnifeEquipedR) > 2)   ShootingKnives(KnifeEquipedR, KnifeAmmoEquipedR, KnifeRoundR, KnifeEquipedTypeR)  endIfendIfif (asEventName == "WeaponLeftSwing")  if (KnifeEquipedL != None) ;&& (self.GetItemCount(KnifeEquipedL) > 2)   ShootingKnives(KnifeEquipedL, KnifeAmmoEquipedL, KnifeRoundL, KnifeEquipedTypeL)  endIfendIfendEvent



My idea was to create a node in the skeleton.nif which could attach a fake weapon that could fire the projectile, but does not work because no matter where you put the gun always shoots from the hand equiped, also trying to create a fake weapon then use PlaceAtMe and then with MoveToNode move to a node pointing forward, but I can not convert an Object Reference in a weapon, so do not know what else can be done, apparently there are nodes that point in the animation but do not know anything about animation, so I wonder if an expert that could give his opinion in this...
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lydia nekongo
 
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Post » Tue Jun 19, 2012 9:54 am

Hi

I tried to script something similar but i stop when i saw i can't chose strike power like a bow with fire
For count any item you can use this : if (Game.GetPlayer().GetItemCount(WeapTypeSwordKeyword) == 0)
http://www.creationkit.com/GetItemCount_-_ObjectReference

I tried your mod, but it's didn't work as well
Throwing cut are equiped as ammo so i can shoot them only with a bow
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Veronica Martinez
 
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Post » Tue Jun 19, 2012 5:19 pm

you're trying with Iron Master Knives or Iron Knives Ammo?? because the ammo is just an ornament, for now...
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Michelle davies
 
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Post » Tue Jun 19, 2012 10:32 pm

I tried with Knives ammo
i don't found in crafting or at merchant Master Knifes
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Jennifer Rose
 
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Post » Tue Jun 19, 2012 10:52 am

look the video on the page
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Strawberry
 
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Post » Tue Jun 19, 2012 9:18 pm

Nice start
But your knife are fire in a ligne and don't fall on ground like an arrow

My objectif to have throwing weapon it's have a gravity ammo, less range and speed than bow but most powerfull (throwing spear)
and moving change throwing range + dammage
Run forward increase it
moving backward reduce it
standing is normal

I think we need SKSE for a real complexe throwing weapon mod
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Abel Vazquez
 
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Post » Tue Jun 19, 2012 2:44 pm

About your infinite ammo problem, I've found the reason after some testing. It's because of how the Fire function works.

No ammo type specified:
  • the actor will fire whatever ammo is currently equipped
  • if no ammo is equipped, nothing is fired
Ammo type is specified:
  • the actor will fire the specified ammo
  • if no ammo is equipped, specified ammo is still fired (infinite ammo!)
  • if different ammo is equipped, the fired ammo will change into the specified ammo
So the solution is for you to not specify the ammo type at all, and just throw in a check to see that the player is equipped with your IronKnifeAmmo.
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Claire Vaux
 
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Post » Tue Jun 19, 2012 4:39 pm

But It's not possible to know what ammo is equiped and it's a big probleme
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Olga Xx
 
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Post » Tue Jun 19, 2012 8:21 pm

I resolved that problem, but I had to do otherwise, because if I use ammunition when shooting the knife on the right disappears. i will post the script later
so now I wonder if anyone knows any way to add a node connected to the camera of the third person in the skeleton.nif, so you could add a weapon which could fire, the problem is that I can't find that node, I tried with this: NPC Head MagicNode [Hmag], NPCEyeBone, Camera3rd [Cam3], but only gets a static knife disappears when I move
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Jaylene Brower
 
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Post » Tue Jun 19, 2012 11:29 am

I'd like to stick this script in my throwing weapons when you've finished.

I was thinking of having the knife throw when I powerattack instead. I just dont know the name of that animation.

Are you able to fire the Ironknife its self using its self as the ammo? then have the script remove the knife from your inventory when the knife is thrown?
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cosmo valerga
 
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Post » Tue Jun 19, 2012 9:16 pm

What about this?
http://www.youtube.com/watch?v=RqoCBWRErag&feature=endscreen&NR=1

Why didnt I think of that before, I could just make them staffs.
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Causon-Chambers
 
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Post » Tue Jun 19, 2012 9:56 pm

I thought about that too, but I think the animations of one-handed weapons are better for throwing, I finally stuck and not know how fix the third person bug
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Sara Johanna Scenariste
 
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Post » Tue Jun 19, 2012 9:42 am

The new script looks like a complete mess. lol. But I'll see what I can do with it.

What you need it to do is.

Fire when you left swing
remove item from inventory

fire when u right swing
remove item from inventory

or

rename your weapon "bag of throwing knives"

on left swing
check if you have knife ammo in inventory
if true
fire
remove 1 knife ammo from inventory

on right swing
check if you have knife ammo in inventory
if true
fire
remove 1 knife ammo from inventory


The way I did it wthout scripting, was to make the weapon use the staff animation set (not what I want but it works) so it uses charges when ever it throws a knife, and the "bag of knives" only has 10 charges.

Crude I know, but that worked. Now if only I could get it to play the dagger animations instead.

:( I cant get your script to fire my kunai.
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Alessandra Botham
 
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Post » Tue Jun 19, 2012 5:09 pm

Hi there.

I'm creating something very similar in terms of mechanics and I think we may be able to help each other out.
I'm trying to make an actor to cast a spell on certain actions (weapon swing, shield bash, etc...).
I've created a constant magic effect that is attached to an ability and runs the following script on start:
Spoiler

Scriptname AlthSBSpellCastConsABLoop extends ActiveMagicEffect  {Casts a spell on a chosen animation event.}Spell Property SpellToCast AutoString Property AnimToCheck AutoBool Property bDebug AutoEvent OnEffectStart(Actor akTarget, Actor akCaster)	Debug.TraceConditional("Script start.", bDebug)		MagicEffect meSelfMagicEffect = Self.GetBaseObject() ;get the reference to this magic effect		While akCaster.HasMagicEffect(meSelfMagicEffect) ;loop as long as the magic effect is active			Debug.TraceConditional("Magic effect present, waiting for animation.", bDebug)					akCaster.WaitForAnimationEvent(AnimToCheck) ;wait for selected animation to happen				Debug.TraceConditional("Animation happened, processing the spell to cast.", bDebug)				If akCaster.HasMagicEffect(meSelfMagicEffect) ;doublecheck if the magic effect is still there					If akCaster == akTarget								SpellToCast.Cast(akCaster, None) ;apply the spell to self/aim - depends on magic effect delivery						ElseIf akCaster != akTarget && akTarget != None								SpellToCast.Cast(akCaster, akTarget) ;apply the spell to target						Else								SpellToCast.Cast(akCaster, None) ;apply the spell to default						EndIf				EndIf			EndWhile		Debug.TraceConditional("Script end.", bDebug)	EndEvent

While the script itself works perfectly fine:
- starts on the magic effect start
- loops infinitely as long as the magic effect is active (waits for the animation to play)
- ends when the magic effect is no longer present
it seems to work oly with certain animations, I've managed the akCaster.WaitForAnimationEvent(AnimToCheck) function to work only and only with "bashRelease" animation.
(?Might have connection to OnAnimationEvent working only with certain animations?)
EDIT: Nevermind, it works, but now I'm confused about from where does the CK take names of animation events.

@DaMucha
There is a http://www.creationkit.com/SendAnimationEvent_-_Debug function, but it's not safe to use.
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Emma Copeland
 
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Post » Tue Jun 19, 2012 12:34 pm

I think its better doing it Zuldova's way. With a magic effect you cant use or pick up the ammo.
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Etta Hargrave
 
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Post » Tue Jun 19, 2012 9:10 am

The new script looks like a complete mess. lol. But I'll see what I can do with it.

What you need it to do is.

Fire when you left swing
remove item from inventory

fire when u right swing
remove item from inventory

or

rename your weapon "bag of throwing knives"

on left swing
check if you have knife ammo in inventory
if true
fire
remove 1 knife ammo from inventory

on right swing
check if you have knife ammo in inventory
if true
fire
remove 1 knife ammo from inventory

that's what i doing, but the problem with the remove function is that when you use it...the weapon on the right hand dissapears(i dont know why that happens), thats why i use the drop object function and then delete the object

maybe you do not understand the script because I'm using form list...i make list of my weapon and ammo, then i have to call each item on the list...
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Melissa De Thomasis
 
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Post » Tue Jun 19, 2012 12:02 pm

I dont understand the script because I dont know papyrus or programming.

I'm trying to use the first script you posted for my weapons (wtih infinate ammo) but I cant get it to fire.

I put debug messages at every stage and Im not even gettign those, so the script isnt running.
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Chloe Mayo
 
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Post » Tue Jun 19, 2012 1:58 pm

first try to do that using arrows ammo, then if it works...try to change the model of the arrow and replace it
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Lori Joe
 
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Post » Tue Jun 19, 2012 5:09 pm

I just changed the names.

Spoiler

[/size][size=4][size="1"]Scriptname KunaiThrowScript extends Actor [/size][/size][size=4][size="1"]WEAPON Property Kunai Auto[/size][/size][size=4][size="1"]AMMO Property KunaiAmmo Auto[/size][/size][size=4][size="1"]import game[/size][/size][size=4][size="1"]import utility[/size][/size][size=4][size="1"]WEAPON KunaiEquipedR[/size][/size][size=4][size="1"]WEAPON KunaiEquipedL[/size][/size][size=4][size="1"]Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference)[/size][/size][size=4][size="1"]Debug.MessageBox("1") [/size][/size][size=4][size="1"]if(self.GetEquippedWeapon(false) == Kunai)[/size][/size][size=4][size="1"]RegisterForAnimationEvent(self, "WeaponSwing")[/size][/size][size=4][size="1"]KunaiEquipedR = self.GetEquippedWeapon(false)[/size][/size][size=4][size="1"]endif[/size][/size][size=4][size="1"]if(self.GetEquippedWeapon(true) == Kunai)[/size][/size][size=4][size="1"]RegisterForAnimationEvent(self, "WeaponLeftSwing")[/size][/size][size=4][size="1"]KunaiEquipedL = self.GetEquippedWeapon(true)[/size][/size][size=4][size="1"]endif[/size][/size][size=4][size="1"]endEvent[/size][/size][size=4][size="1"]Event OnObjectUnequipped(Form akBaseObject, ObjectReference akReference)[/size][/size][size=4][size="1"]if (akBaseObject as Weapon == Kunai)[/size][/size][size=4][size="1"]Debug.MessageBox("2") [/size][/size][size=4][size="1"]if(self.GetEquippedWeapon(false) != KunaiEquipedR)[/size][/size][size=4][size="1"]UnregisterForAnimationEvent(self, "WeaponSwing")[/size][/size][size=4][size="1"]KunaiEquipedR = None[/size][/size][size=4][size="1"]endif[/size][/size][size=4][size="1"]if(self.GetEquippedWeapon(true) != KunaiEquipedL)[/size][/size][size=4][size="1"]UnregisterForAnimationEvent(self, "WeaponLeftSwing")[/size][/size][size=4][size="1"]KunaiEquipedL = None[/size][/size][size=4][size="1"]endif[/size][/size][size=4][size="1"]endIf[/size][/size][size=4][size="1"]endEvent[/size][/size][size=4][size="1"]Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)[/size][/size][size=4][size="1"]if (akBaseItem == Kunai) && (self.GetItemCount(Kunai) == 0)[/size][/size][size=4][size="1"]Debug.MessageBox("3") [/size][/size][size=4][size="1"]KunaiEquipedR = None[/size][/size][size=4][size="1"]KunaiEquipedL = None[/size][/size][size=4][size="1"]endif[/size][/size][size=4][size="1"]endEvent[/size][/size][size=4][size="1"] [/size][/size][size=4][size="1"]Event OnAnimationEvent(ObjectReference akSource, string asEventName)[/size][/size][size=4][size="1"]if (asEventName == "WeaponSwing") && (KunaiEquipedR == Kunai)[/size][/size][size=4][size="1"]Debug.MessageBox("End!") [/size][/size][size=4][size="1"]KunaiEquipedR.fire(self as objectReference, KunaiAmmo)[/size][/size][size=4][size="1"]endIf[/size][/size][size=4][size="1"]if (asEventName == "WeaponLeftSwing") && (KunaiEquipedL == Kunai)[/size][/size][size=4][size="1"]Debug.MessageBox("End!") [/size][/size][size=4][size="1"]KunaiEquipedL.fire(self as objectReference, KunaiAmmo)[/size][/size][size=4][size="1"]endIf[/size][/size][size=4][size="1"]endEvent [/size][/size][size=4]

I have no idea what Im doing.

Why the hell did the forum put "size" in there?
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marina
 
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Post » Tue Jun 19, 2012 4:10 pm

did you link the property variables?...when you are on the player actor screen, before click on the "edit source" click on propertys and link your variables to your weapon and ammo
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Poetic Vice
 
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Post » Tue Jun 19, 2012 9:09 pm

I put the script in my weapons. Is that not how Im supposed to do it?

..

Ok, I put the script in the player instead and the script runs now. I see the messages "1" and "End" but not ammo is thrown. Ill hve to play around with it a bit more.

I got it to fire steel Arows. :biggrin:

I got it to fire my Kunai Projectile, But I cant see the kunai because its invisible so I'll have to check the nif.

Ahh there we go. The alpha map was turned on.

In third person It fires the knife in what ever direction the weapon is pointing at that time. I'll try to find the right timing for it... Oh it changes with each animation. 0.09 secs works pretty well for 3rd person but looks weird in 1st.

Update:

Yay I got my weapons working great now. I got gravity working on my throwign knives, I set thier speed to 3000 adn the projectiles have gravity on them.

Thank you for your help.

It would be good if it used ammo, so I'll wait till u finish your script.
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Princess Johnson
 
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Post » Tue Jun 19, 2012 1:26 pm

Recently, I was updating the mod to change to spell function, which worked perfectly to fix the aim but the big problem is I can not pick up the ammunition, as DaMuncha said, every time I pick up the ammo the game crashes, thats why i remove the "can be picked up" check. and some times send me this message: whatever resisted knife impact
any suggestions?
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Stacey Mason
 
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Post » Tue Jun 19, 2012 7:12 pm

I think using the projectile as arrows was a better idea, that way you can use ammo for it.
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Shannon Marie Jones
 
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Post » Tue Jun 19, 2012 8:41 pm

Just throwing this out there... Could you not base it as a scroll. That way you could have the ammo stack and use it as a spell effect, since that works better.
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Madison Poo
 
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Post » Tue Jun 19, 2012 7:52 am

the problem is not the ammo you carry but rather is the ammo you use, you can not pick up again, I think this is because when you use a projectile as an arrow, it remains linked to the ammo, however when using a spell has no link, so I think that's the problem ... but can not find how to solve.
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alicia hillier
 
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