Running Scripts On Arrows

From the Oblivion ConstructionSet Wiki
Revision as of 13:42, 9 October 2006 by imported>Scruggs
Jump to navigation Jump to search

One of the limitations of the Construction Set is that it won't allow you to attach scripts to arrows. This is an obstacle for many mod ideas. A partial workaround is to add a Script Effect enchantment to the arrow; the script will run when the arrow hits an actor. But there are times when you want to detect or control the behavior of an arrow while it is in flight, or trigger some action before the arrow hits an actor. This tutorial will show you how to do that.

The first step is to get a reference to the arrow. This is done by placing a trigger zone at the player's location. When an arrow collides with the trigger zone, an OnTriggerMob block will run. The reference to the triggering object can then be returned with GetActionRef.

We'll create a new trigger zone object using the TrigZone01.nif and place a reference to it somewhere in the gameworld. Make sure it is a persistent reference, and has a unique reference ID. We also want to scale it to 0.5 scale. We'll call the reference acTrigZoneREF.

Now, how do we keep the trigger zone glued to the player's location? SetPos and MoveTo will be useful here. We will use a quest script to handle the MoveTo calls for when the trigger zone is not in the same cell as the player, and update its position in the current cell with SetPos.

scriptName acQuestSCR

; attached to the control quest
; moves the trigger zone to the player when he changes cells
; updates trigger zone's position within the player's cell

float xp
float yp ; player coordinates
float zp
float fQuestDelayTime ; controls processing speed of this script
short relocate ; set this to 1 when we need to call moveTo

if ( fQuestDelayTime != 0.001 )
	set fQuestDelayTime to 0.001 ; process every frame
endif

if ( relocate == 1 )
	acTrigZoneREF.moveTo player
	set relocate to 2
	return
elseif ( relocate == 2 )
	acTrigZoneRef.disable
	set relocate to 3
	return
elseif ( relocate == 3 )
	acTrigZoneRef.enable
	set relocate to 4
	return
elseif ( relocate == 4 )
	set xp to player.getPos x
	acTrigZoneREF.setpos x xp
	set relocate to 0
endif

if ( player.getDistance taTrigNoisemakerRef < 200 ) ; trigZone is in same cell as player
	set xp to player.getPos x
	set yp to player.getPos y ; store player's coordinates
	set zp to player.getPos z
	acTrigZoneRef.setpos x xp
	acTrigZoneRef.setpos y yp ; and move trigZone to those coordinates
	acTrigZoneRef.setpos z zp
else ; player has changed cells
	set relocate to 1
endif

Notice that the use of the relocate variable splits the movement from one cell to the next into four stages. This is to make sure that the trigger zone retains its collision properties after it is moved.

That script works...sort of. The problem is that the trigger zone is always at the player's feet. We need to adjust the Z position of the trigger zone so that it will always be at the correct height to collide with an arrow fired by the player. Three factors are involved here: the player's height, which is defined by his race; the player's vertical rotation (X angle); and whether or not the player is sneaking. We'll add a section to the script to calculate the necessary adjustment and apply it to the trigger zone's coordinates:

scriptName acQuestSCR

; attached to the control quest
; moves the trigger zone to the player when he changes cells
; updates trigger zone's position within the player's cell

float xp
float yp ; player coordinates
float zp
float pxRot ; player's vertical rotation
float zOffset ; adjustment to zPos
float fQuestDelayTime ; controls processing speed of this script
short relocate ; set this to 1 when we need to call moveTo

if ( fQuestDelayTime != 0.001 )
	set fQuestDelayTime to 0.001 ; process every frame
endif

if ( relocate == 1 )
	acTrigZoneREF.moveTo player
	set relocate to 2
	return
elseif ( relocate == 2 )
	acTrigZoneRef.disable
	set relocate to 3
	return
elseif ( relocate == 3 )
	acTrigZoneRef.enable
	set relocate to 4
	return
elseif ( relocate == 4 )
	set xp to player.getPos x
	acTrigZoneREF.setpos x xp
	set relocate to 0
endif

set zOffset to player.getScale ; get player's height
set zOffset to ( zOffset * ( 115 - ( player.IsSneaking * 20 ) ) )
set pxRot to player.getAngle x ; get player's vertical facing
set pxRot to ( pxRot / -1.5 )
set zOffset to ( zOffset + pxRot )

if ( player.getDistance taTrigNoisemakerRef < 200 ) ; trigZone is in same cell as player
	set xp to player.getPos x
	set yp to player.getPos y ; store player's coordinates
	set zp to player.getPos z
        set zp to ( zp + zOffset ) ; adjust for zOffset
	acTrigZoneRef.setpos x xp
	acTrigZoneRef.setpos y yp ; and move trigZone to those coordinates
	acTrigZoneRef.setpos z zp
else ; player has changed cells
	set relocate to 1
endif

Here, GetScale returns the player's height as a proportion of the default racial height of 128. For the default height, we want the trigger zone placed 115 units above the player's feet when standing, and 95 units above when sneaking. Then we modify the offset to account for the player's vertical facing.

Great, now we have a trigger zone glued to the player's location, capable of intercepting any arrows he fires. We can attach a demo script to the trigger zone itself to show how this works:

scriptName acDemoTrigSCR

; Causes any projectile fired by the player to disappear

ref trigRef ; reference to the triggering object

begin onTriggerMob ; a mobile object has collided with the trigger zone
  set trigRef to getActionRef
  if ( trigRef.IsActor == 0 ) ; it's not an NPC
    trigRef.disable ; so make it disappear
  endif
end

That's fun, but not entirely useful. Also, a serious problem arises: the onTriggerMob block will run when any projectile collides with the trigger zone, including arrows and spells fired at the player. What we need is a method to determine whether the projectile is an arrow, and whether it was fired by the player.

If we know the ID of the arrows we want to run scripts on, this is easy. Just check GetIsID on the triggering reference:

scriptName acTrigZoneSCR

ref trigRef

begin onTriggerMob
  set trigRef to getActionRef
  if ( trigRef.getIsID "myArrowID" )
    trigRef.disable
  endif
end

This assumes that only the player has this type of arrow, so we know it wasn't fired at the player by an NPC.

Detecting any arrow is more complicated. We will rely on OBSE functions for this:

scriptName acTrigZoneSCR

ref trigRef

begin onTriggerMob
  set trigRef to getActionRef
  if ( trigRef.IsAmmo ) ; OBSE, returns 1 if ref is an arrow
    trigRef.disable
  endif
end

Another more useful example results in a bottomless quiver of arrows:

scriptName acTrigZoneInfiniteArrowsSCR

ref trigRef
ref baseObject
short triggered ; flag to avoid repeated triggering by the same object

begin onTriggerMob
  if ( triggered )
    if ( getActionRef == trigRef ) ; same reference as last frame
      return
    else
      set triggered to 0
    endif
  endif

  set trigRef to getActionRef
  if ( trigRef.IsAmmo )
    set baseObject to trigRef.getBaseObject
    player.addItem baseObject 1
  else
    set trigRef to 0
  endif
end

We still haven't eliminated the possibility that the arrow was fired by an NPC. We'll tackle that later.

At this point, we have a means of obtaining a reference to an arrow, and we can run scripts on that reference. However, it would be useful to know what the arrow is doing. We can figure this out by tracking its position and rotation over the course of its flight:

  • If the arrow's rotation changes and it continues moving, it has bounced off of a surface;
  • If its rotation changes and then it stops moving, it is lying on a flat surface, or on the ground;
  • If it stops moving, but its rotation remains the same, and its coordinates do not return 0, it has stuck into a surface, such as a wooden door;
  • If its coordinates all return 0, it has hit an actor and no longer exists in the gameworld.

Using these guidelines, we can write a slightly more complicated script. This script Simply reports on the state of the arrow over the course of its flight. We use a doOnce variable triggered to make sure we only track one arrow at a time:

scriptName acTrigZoneSummonSCR

ref trigRef
float xp
float yp ; the arrow's current coordinates
float zp
float ox
float oy ; coordinates from previous frame
float oz
float ax
float ay ; arrow's starting angles
float az
short triggered ; set to 1 while an arrow is being tracked

begin onTriggerMob
  if ( triggered == 0 )
    set trigRef to getActionRef
    if ( trigRef.IsAmmo )
      set triggered to 1
      set ax to trigRef.getAngle x
      set ay to trigRef.getAngle y
      set az to trigRef.getAngle z
      message "Arrow fired."
    endif
  endif
end

begin gameMode
  if ( triggered ) ; currently tracking an arrow
    set xp to trigRef.getPos x
    set yp to trigRef.getPos y ; get current coordinates of arrow
    set zp to trigRef.getPos z

    if ( ( xp + yp + zp ) == 0 ) ; arrow is not in gameworld
      message "Arrow has hit an actor!"
      set triggered to 0
      return
    elseif ( trigRef.getAngle x != ax || trigRef.getAngle y != ay || trigRef.getAngle z != az )
      message "Arrow has bounced off of something!"
      set triggered to -1 ; remember that the arrow bounced
      set ax to trigRef.getAngle x
      set ay to trigRef.getAngle y
      set az to trigRef.getAngle z
    elseif ( xp == ox && yp == oy && zp == oz ) ; arrow stopped moving
      if ( triggered == 1 ) ; arrow never bounced
        message "Arrow stuck in a surface!"
      else ; arrow bounced
        message "Arrow is lying on the ground!"
      endif
      set triggered to 0
    endif
  endif
end

Admittedly, that script isn't terribly useful in itself, but it should give you a starting point in setting up your own scripts on arrows.