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multi arrow projectile script


giannis196
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i have started with papyrus script just before 2 months ago, i have found allot difficults but the biggest one with papyrus script is the multi arrows projections
i want when i shoot my custom arrow more arrows to be shooted
so, i it possible to make the actor to shoot more than 1 arrow with papyrus script?

i have see some scripts inside (such like TrapDweBallista script) but i can't understand them because they are too difficult for me
i have try to make my own script but i have only faled
here is my script:
_______________________________________________________

ammo property ammopart auto
ammo Property akammo Auto
actor Property PlayerRef Auto
 
 
function OnPlayerBowShot(Weapon akWeapon, Ammo akAmmo, float afPower, bool abSunGazing)
 
; weapon.fire(PlayerRef, Ammopart)
 
EndFunction



_________________________________________________________
the actor does not seem to shoot a second arrow when i shoot
does anybody knows something?



edit: i have edit the script because i have change it but it still nothing...
i need to find a way to tell to the machine if the actor shoots with any bow to apply my rest of the script
so, how i can do that?

i see all the bows have got the keyword "WeapTypeBow" so, is there any way to tell to the
machine if the weapon have keyword "WeapTypeBow" apply the rest of my script?
i have try to add a propertly but it takes only 1 bow, not all of them and
that's the why i need to do it by the "WeapTypeBow" keyword
thanks!
Edited by giannis196
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  • 1 month later...

If I were writing this code, I would use OnActorAction or OnPlayerBowShot to detect when arrows are fired and then create secondary arrows by casting a spell with the same arrow as the projectile.

 

Example source code for detecting when player shoots a bow can be found in my Archery Perks mod http://www.nexusmods.com/skyrim/mods/53268

 

The trick with the spell will be to make sure to set the projectile type as Arrow. The default Missile type is not affected by gravity.

 

Note that it may be tricky to get timing exact. The secondary arrows may follow slightly behind the original one. Also, since spells fire from a different location on the character model than do arrows shot from bows, the secondary arrows are not guaranteed to hit the same target (I think this is desirable).

 

You COULD get a reference to the projectile shot by the bow (again, see the source code for Archery Perks... JaxonzArrowsGlowEffect.psc for how to do this), but there doesn't seem to be a method to create a projectile object instance that would match the trajectory and velocity of the original.

 

Just my 2 cents. Good luck.

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