I like the idea, it's very good. My maths isn't as good as it use to be, but let me see if I understood the code you posted correctly:
float anglez = Game.GetPlayer().GetAngleZ() + 180.0 //setting directional/angular location of the player for the "anglez" property?
;or +90 for right, -90 for left, 0 for in front
float distance = 100.0
float offsetx = distance * math.sin(anglez) //x axis calculation
float offsety = distance * math.cos(anglez) //y axis calculation
myXMarker.MoveTo(Game.GetPlayer(), offsetx, offsety, 0) //'moveto' command to place "myXMarker" property in front of player
I'm still learning papyrus for Skyrim so don't be too cruel if I make absurd statements.
See I figured if I made one spell with a magic effect that shoots my custom projectile just fine then made a second spell that shoots off my second projectile (the projectile that has been placed differently on the axis in the .nif file)
Then I could go back to the magic effect for the first spell and create an OnEffectStart script that casts spell 2 at the same time but sadly it keeps failing me
Like this:
Scriptname MultipleProjectileScript extends activemagiceffect
{Test script to allow multiple projectiles to be fired}
SPELL Property Spell2 Auto
{second spell for the second projectile}
Event OnEffectStart(Actor Target, Actor Caster)
Spell2.cast(Target)
EndEvent
The above code is for first magic effect1 that is being used by Spell1 which is why I want Spell2 to be cast at the same time.
Is that even possible?