RemoteCast - Spell
From Creation Kit
Member of: Spell Script
Casts this spell from the specified object reference with a specified Actor getting the "blame" for the spell if it could cause a crime to occur, optionally toward a target object reference.
Function RemoteCast(ObjectReference akSource, Actor akBlameActor, ObjectReference akTarget = None) native
- akSource: The ObjectReference from which to cast the spell. The source must be able to cast this spell (testings seem to show anything will work, regardless whether they have the spell or not).
- akBlameActor: The Actor who will be taking blame for the spell if adding it to a target would cause a crime.
- akTarget: An optional ObjectReference at which to aim the spell. If None is passed and the spell needs a direction, it will be aimed in a default direction.
- Default: None
; Have the box cast a fireball, but blame the player! Fireball.RemoteCast(Box, Game.GetPlayer())
; Have the box cast a fireball at the victim, but blame the player! Fireball.RemoteCast(Box, Game.GetPlayer(), Victim)
- This function casts the spell instantaneously. This is mainly desirable only for non-actors, because it will not animate an actor. For instance, the spell will be cast even if the actor's hands are not readied.
- If you wish to make an actor cast a spell using all the normal spellcasting behaviors, please instead use an AI package that includes the UseMagic procedure.
- Actor races can be set to cast magic only in the direction that the actor is facing; if the source is an actor with this racial setting, this parameter will be ignored.
- It seems that using this function on an actor that doesn't have the spell will work. To add, it will also work on Objects, such as a rock.
- Using this function will invalidate (cause it to return 0/false when it should return 1/true) any ongoing isDualCasting checks on akSource.
- isDualCasting will continue to return false until akSource stops dual casting.