Estelindis wrote...
It looks like one can only modify what any given throwing axe looks like while being thrown if one modifies what all axes look like while being thrown. Obviously, that's sub-optimal. Maybe what I need is to make the throwing show a vfx , a spell animation, a grenade-like weapon or somesuch. If anyone has any advice, it would be very welcome!
If I can't figure out anything in time, I'll just convert the shoes to clubs and people can hit each other with them instead. (Sorry to the folks that originally scripted the incredible throwing shoe!)
If you can animate a version of the throwing shoe model so that it's spinning once per second or so around the center of the model (0, 0, 0 axis), you can use it as the projectile for a custom spell. In spells.2da, just set that model as the projectile, give it the ballistic path (rather than homing or accelerating) so it will arc to the target, then set the "throwing shoe" script as the impact script. You can then cast it from an item (if added to iprp_spells.2da) or directly via scripted emote (with
ActionCastSpellAtObject() ) without the need for even messing with a custom icon, spell description, etc. Just be sure to make a second custom spell that uses the same scripting, but uses the lady's shoe as projectile.
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Almost instant flying shoe!