ontriggermob will not detect bolts?

Post » Sat May 28, 2011 8:01 am

I did a keyword forum search for ontriggermob and got nothing at all? :blink:

I have been testing this for hours and found that the ontriggermob and the ontrigger both will not detect a shock spell (a bolt type projectile).

Has anyone had any different experience? If not I will put this new info on the wiki page for ontriggermob.
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Isabella X
 
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Post » Sat May 28, 2011 5:35 pm

I did a keyword forum search for ontriggermob and got nothing at all? :blink:

I have been testing this for hours and found that the ontriggermob and the ontrigger both will not detect a shock spell (a bolt type projectile).

Has anyone had any different experience? If not I will put this new info on the wiki page for ontriggermob.


OnTrigger works just fine for me with Shock spells -> to be honest there is not a single object type I could get to not trigger an OnTrigger -> maybe your problem is not with your scripts or the games inability to do something but it lies with the item your running the OnTrigger block of off to begin with.

OnTrigger(Mob,Actor,Whatever) all require the object your running the script on to have a Triggerable Collision Object in its Nif.
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Jessie Butterfield
 
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Post » Sat May 28, 2011 12:10 pm

WOW SaidenStorm!

I thought you left Oblivion for fallout? Nice to hear from you!


The nif I am using is (from the game but scaled in Nifskope) detecting arrows and other spells as normal, it is just not working with bolts!

I went thru my notes from a year ago and I see that I actually did discovered this bolt detection issue some time ago as well!

But I will not rule out that the nif is still a possible issue, I will test with an un-altered vanilla nif. But after 7 hours of testing I am sure of my findings that the OnTriggerMob is NOT detecting the shock spells (bolts.)


OnTrigger works just fine for me with Shock spells -> to be honest there is not a single object type I could get to not trigger an OnTrigger -> maybe your problem is not with your scripts or the games inability to do something but it lies with the item your running the OnTrigger block of off to begin with.

OnTrigger(Mob,Actor,Whatever) all require the object your running the script on to have a Triggerable Collision Object in its Nif.

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Dean Brown
 
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Post » Sat May 28, 2011 9:57 am

WOW SaidenStorm!

I thought you left Oblivion for fallout? Nice to hear from you!


I left public modding for Oblivion for the most part but I never really stopped modding the game for myself, almost everything I include in http://www.fallout3nexus.com/downloads/file.php?id=9396 I have a version of running for Oblivion including all of the Creatures and my versions of the Plasma Gooification and Laser Disintegrations effects (using all my own work, not Beth's) along with many of the Projectiles as Magic Effects -> the Static Pulse Projectile, Explosion and Effect was something I originally designed as a companion spell for shocks as I wanted a different lightning based effect it was almost completely Re-Designed for FO3 but most of the stuff I have done exists in both games locally.

The nif I am using is (from the game but scaled in Nifskope) detecting arrows and other spells as normal, it is just not working with bolts!

I went thru my notes from a year ago and I see that I actually did discovered this bolt detection issue some time ago as well!

But I will not rule out that the nif is still a possible issue, I will test with an un-altered vanilla nif. But after 7 hours of testing I am sure of my findings that the OnTriggerMob is NOT detecting the shock spells (bolts.)


I just went over a few of my own objects and altered them to see what I can test and it seems your correct that Bolt spells will not get detected by an OnTrigger(XXX) I suspect this is because Bolts are not Mobiles but are in fact a procedurial effect -> you can catch it with an OnMagicEffectHit the obvious problem there being it has to hit something...

I did do this a long long http://www.youtube.com/watch?v=MBmGniY9m2g ago but as it was designed to catch arrows and not magic I guess I never hit this stumbling block -> OBSE have a way to detect Bolts?
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Jennie Skeletons
 
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Post » Sat May 28, 2011 4:12 am

Are you guys talking about triggerzones? On one of my old mods I tried to use triggerzones to detect magic projectiles, and it only worked for balls, but not bolts or fog. So I dumped the triggerzone idea and instead ref walked through ammo references and then checked if the references were in the desired area. This seemed to work well enough except when my fps was so low that the projectiles traveled completely through the desired area in between frames.
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Céline Rémy
 
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