Z coordinate being difficult in papyrus

Post » Sun Sep 01, 2013 10:45 am

I need to create a pseudo projectile with papyrus, but my z-coordinates are not being registered as up and down movement (none of the values seem to influence up/down positioning) I would post the whole script but my IP is blocked for some reason so I'm doing this from my phone.

Here is some example code:

CoorX = (playerREF.X + 50)
CoorY = (playerREF.Y + 50)
CoorZ = (playerREF.Z + 200)
MissileREF.TranslateTo(CoorX, CoorY, CoorZ, 0.0, 0.0, 0.0, 400, 0.0)

This results in my object gliding along the surface toward the target location. I've tried different types including critters, clutter and activators. Only actors stay above the surface, but they still do not change z positioning.

Am I doing something stupid here?
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naana
 
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Post » Sun Sep 01, 2013 4:13 pm

if all the rest of this is working, maybe it's just havok.

actors as well as clutter would definitely drop.

activators actually should not though, you got the same results with them?

else, an activator with motiontype set to, hm, keyframed i guess should do, forget actors though, you can't just make them float around except if they're "flying", they'll always drop for all i know.

edit: "object gliding along the surface toward the target location" sounds pretty cool anyhow, why not just leave it as is, make the object a venomous snake model and declare it a feature? :-))

edit2: why not make it a REAL projectile in the first place? you can give them whatever model you want anyway

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Ashley Tamen
 
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