Talk:Running Scripts On Arrows

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Dragoon Wraith TALK 20:31, 12 October 2006 (EDT): Oh man, thank you! This adds a lot of possibilities... Frozen Orb, here I come!


GBHis Nice, indeed! Thanks! Homing arrows, here I come :)

Indecipherable Question[edit source]

hello i need help i have the if (trigref.isammo) setup just like it says but with the disable and all the other ones it sitll thinks that magic is amm how do i fix this here is the script i have if ne1 can help:


scn actrigzoneSCR

ref trigref

begin ontriggermob

    set trigref to getActionRef
    if (trigref.isammo==1)
       trigref.disable
    endif
 end
Please rewrite your question so we can understand it. I have absolutely no idea what you said. Proper use of punctuation and capitalization so I can figure out where one sentence ends and another begins would be a wonderful start. Using real words (not "ne1") would be generally pleasant, too, as would something resembling correct spelling.
Also, please use see here for information on properly displaying script code, and please use ~~~~ to sign your comments. Thank you.
Dragoon Wraith TALK 00:48, 25 December 2008 (EST)

Hawkmoth 101 06:53, 26 December 2008 (EST) sorry i'm a bit new to this. Ok my problem is that my magic is still being disabled even with the use of the "trigref.isammo" command i am not sure why this is. Here is the script:

scn actrigzoneSCR

ref trigref

begin ontriggermob
    set trigref to getActionRef
    if (trigref.isammo==1)
       trigref.disable
    endif
 end

If you can tell me what is wrong I would appreciate it.

Hmm... I don't know. You could try using if ( trigref.GetProjectileType == 0 ) instead, maybe that would work better?
Other than that, I don't have any ideas. You might try asking on the Forums. Also, depending on what you're doing, it might be better to use GetFirst/NextRef to walk through all of the projectiles and just delete arrows, instead of using the triggerzone - unless you want it to be in that specific area.
Dragoon Wraith TALK 13:09, 26 December 2008 (EST)
You cal also use OBSE 16's GetProjectile funtion - Returns the reference to the most recent projectile fired by the calling actor. Use actor.getProjectile 1 to get the ref. - shademe 21:49, 26 December 2008 (EST)