Difference between revisions of "Talk:Casting Spells From An Activator"

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imported>Scruggs
imported>BurninSun
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:: Do what hrmn says. [[MoveTo]] actually does work on just about any type of object - the problem with it is that the world art is not always updated along with the object's position. If you use a persistent reference flagged as "initially disabled", you don't have to worry about that. MoveTo + Cast will work even when called on a disabled reference. I generally use a paintbrush. :shrug: [[User:Scruggs|Scruggs]] 04:42, 17 November 2006 (EST)
:: Do what hrmn says. [[MoveTo]] actually does work on just about any type of object - the problem with it is that the world art is not always updated along with the object's position. If you use a persistent reference flagged as "initially disabled", you don't have to worry about that. MoveTo + Cast will work even when called on a disabled reference. I generally use a paintbrush. :shrug: [[User:Scruggs|Scruggs]] 04:42, 17 November 2006 (EST)
That works a lot better than what I was trying... I had an actor carrying an object so I could MoveTo player on the actor, have it drop the item causing the item to cast the spell, then have the actor pick it back up.
The last problem I have is that when the spell fires, I get hit with the hit shader causing the screen to shimmer a bit. I'm using Mehrunes spell to get rid of the bang sound but the only way I can see to get rid of the shimmer is to set my SpellAbsorbChance to 100, but then I get the absorb particle effects. Any way to fix this one?
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