Thrown Objects Dealing Damage

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[edit] Throwing items dealing damage. How?

I friend of mine have been thinking about a new spell or skill or just something that could be used to enhance the game. Like in HL2 they have the gravgun which enable you to throw items at your enemies at an incredible rate; dealing a lot of damage. And now he got this idea why not have some kind effect in Oblivion?

What I mean is being able to "throw" or "shot" items at the enemy and deal damage. How can you make that posible? Do I have to start rewriting the havok script or is there premade options that enable any item to deal damage on creatures and characters when thrown? If i have to work with scripting can I copy the effect in HL2 havok system or can I use the same script that arrows use while shooting a bow or crossbow?

--AKH|Arazand

Since traps (using physics) cause damage this probably shouldnt be a problem.Skjalg

That is true but, I've already tried that it didn't work. The items simply fell to the ground dealing no damage what so ever. And to be able to use the trap function when ever and where ever by player characters this is my problem. Since throwing items deal no damage on NPC's and only traps do how can I make players able to turn items into traps with in the game it self making it them able to deal damage that way, anywhere at anytime.
--AKH|Arazand

Traps can be used in this way and it is how I simulate real blood (and knockback) in my T*3: ARCANERY MOD. However, there are some issues and you need a particular type of trap - one of FX gas clouds, which continually damages w/o animation. Whether you use a single (small) persistant trap or a re-mapped item w/ PlaceAtMe, the main problem is the delay. You can have a trap do all the damage but in T*3 I needed location damage and other details so I used a trap to do 1 point of damage immediately while the remainder came a few frames later from item-offset AoE detection. Guidobot 19:11, 9 September 2007 (EDT)

--User:Omzy

Here's two alternative approaches you might toy with:

Make a spell that has a graphic of the item instead of a particle effect. Launch the spell at a quick speed so it doesn't look like the item is floating.

Make a weapon called "Throw Items" that simulates the effect of a Bow but has the graphic of a hand throwing instead of a bow being plucked. Make the items have the same ability as an arrow to be shot from this weapon and follow the same physics as an arrow.

How you would do either of these, I have no clue. By aspiring to this task, I assume you know more about scripting and physics engines than I do.

--User:Omzy
Another alternative: Edit the .nif for your object to include a bhkSpCollisionObject, then check for collisions in the onTrigger block. Scruggs 12:27, 8 October 2006 (EDT)

You could check out my Throwing Stars MOD to see how I did it :) Basically I simulate everything but the object thrown is real, which helps with the havoc realism. Damage is largely a matter of localized AoE's and silent spell effects. A better solution might be involve specialized models(?). GuidoBot 15:50, 17 November 2006 (EST)

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