#Arrow Stick

1 messages · Page 1 of 1 (latest)

tight patrol
tight patrol
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Turns out I completely forgor about ignoring player and so ammo might spawn inside/behind you if crosshair points at you yagrwut

tight patrol
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1.1

Fixes

  • Arrows no longer spawn inside the player
uncut flare
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I needed this in vr so bad

tight patrol
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on which openmw version VR fork is btw?

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keeping up to date?

uncut flare
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Did not test yet. I got 50.1 vr

grand marlin
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This is glorious. Two questions though, do they stick(heh) around, or despawn after a while if not collected? And is there a chance of breaking on impact?

royal atlas
tight patrol
wraith hearth
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Would putting light on an arrow turn it into essentially a glow stick that sticks in the wall?

tight patrol
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Prooooobably?

wraith hearth
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I suggested this in sneaks discussion

tight patrol
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Arrow Stick has a placeArrow event, so Max should be able to do that, yeah

tight patrol
wraith hearth
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Understandable

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Fingers crossed

tight patrol
tight patrol
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1.2

Features

  • Added settings page
  • Added chance for arrow not to stick
  • Added option for arrows to despawn on being unloaded
  • Added optional Impact Effects integration
grand marlin
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🧐

[07:34:09.559 E] Global[scripts/arrowstick/global.lua] onActivate failed. Lua error: [string "scripts/arrowstick/global.lua"]:97: attempt to index upvalue 'shotArrows' (a nil value)
[07:34:09.559 E] stack traceback:
[07:34:09.559 E] [string "scripts/arrowstick/global.lua"]:97: in function <[string "scripts/arrowstick/global.lua"]:96>

On cell change right after load

tight patrol
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🧐

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shit

grand marlin
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assuming it was door's onactivate

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exited the chapel in OE

tight patrol
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nah, I'm just dumb todd

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1.2.1

Fixes

  • Fixed mod breaking on initialization
royal atlas
wraith hearth
late chasm
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Thank you for the latest update

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This is so fantastic

tight patrol
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Impact Effects integration was completely spontaneous

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And easy to do with the foundation this mod provided

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Elevated the atmosphere just to another level datchim

tight patrol
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Throwables storage

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(I guess I need to rotat e ebony darts)

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fun fact
enchanted throwables with AOE spells trigger enchants on contact, yet retain them when spawned in the world

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This would probably need a setting, because it feels odd 🧐

grand marlin
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Why would they disenchant? vanilla - yes, enchanted projectlies of any sort just get lost. But no other weapon loses its enchantment with use

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Feels right to me, I'd say

tight patrol
grand marlin
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ah, that

tight patrol
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Do they retain the enchant if they get stored on enemy hit?

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I don't actually know

grand marlin
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I don't remember. I think they do

tight patrol
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it would kinda make sense, but still

grand marlin
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Last time I play with throwables in any capacity was 2022

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iirc special darts from tribunal definitely retained it, and I used those extensively

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need to test

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Huh. Can't get AoE enchant darts to get stored at all. Disregard

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Reading the description for "area of effect arrows" plugin - they are supposed to "explode on impact", so probably not storing/sticking them at all is the best bet

tight patrol
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Thought so

royal atlas
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Wont be anything new that its fixed in lua projectiles (shameless self promotion😅)

royal atlas
tight patrol
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and besides, they fly so fast and they are so small I don't even notice it :p

royal atlas
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Although as far as I remember the its kinda buggy

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Or rather not compatible in 100% with other stuff (animation - I remember seeing bug report on openMW tracker regarding this mod behavior)

tight patrol
tight patrol
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1.3

Features

  • Added vanilla parity settings
  • Added option to enable sticking for projectiles with AOE enchantments
  • Added option to enable underwater sticking
tight patrol
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1.4

  • Moved Impact Effects Integration settings into their own settings group
  • Added water splashes (Impact Effects integration)
  • Added a non-sticking material list (Impact Effects integration)
  • Added script removing to despawning arrows. It may or may not positively impact your performance
  • Fixed random and AOE enchant cheks not working correctly
tight patrol
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1.4.1

  • Fixed arrows crashing the mod if not shot at water (uh oh)
late chasm
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Thank you for the update. I'm curious about the positive impact to peorfmance. I thought it was great already

tight patrol
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I doubt it would be noticeable if any, tbh

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because the script either way effectively does nothing after the arrow is removed

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Maybe it would marginally lower the RAM or disc space usage, idk

tight patrol
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1.4.2

  • Fixed water detection for the second time
tight patrol
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@livid ridge hey, quick question about your code. What was the idea behind spawning the arrow in temporary location first and moving it into proper position 0.1 sec later?

local function onItemActive(item)
    if xrot and xpos then
        async:newUnsavableSimulationTimer(0.1, function()
            item:teleport(item.cell.name, xpos, xrot)
            xrot = nil
        end)
    end
end


    ...
    local temppos = util.vector3(pos.x, pos.y, pos.z - 1000)
    local newArrow = world.createObject(id)
    newArrow:teleport(player.cell.name, temppos, rot)

    xrot = rot
    xpos = util.vector3(pos.x, pos.y, pos.z)
    ...
livid ridge
tight patrol
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uh huh
I might be able to get rid of it, then

tight patrol
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1.5

  • Changed distance delay to affect not just impact effects, but arrow spawning too
  • Added new event on successful arrow stick
  • Renamed event for an attempt to place an arrow ("placeArrow" -> "ArrowStick_PlaceNewArrow")
  • Removed some legacy code
tight patrol
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1.6

  • Added Impact Effects SFX
    • Requires Impact Effects 1.08 or newer to work
    • Older versions of Impact Effects still work, but they don't make SFX
  • Added arrow scatter setting
  • Changed "ArrowStick_ArrowPlaced" event behavior and data
royal atlas
tight patrol
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No gameplay impact. I'm not touching that

merry light
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Hello! This is truly a great mod, so I’ve localized the parts that needed it. I hope you can include it in your next update! Thank you for creating such an amazing mod!