riding mounts
#26
Posté 23 janvier 2011 - 04:04
Regards
Karvon
#27
Posté 23 janvier 2011 - 06:06
Draygoth28 wrote...
thanks for the help I will try and re adjust the hak and add a 2d. in the next release.
Man i did what you told me to and to my amazment it works,so i will try to get this all set up soon so we can all have many mounts for or PC's.Thanks again for the help Frith5
No problem, buddy. Glad I could help.
JFK
#28
Posté 23 janvier 2011 - 02:12
On the subject of these I have a quick question to do with scaling them.
If I use MWNMax to scale a mount up (I'm working on the Raptor mounts) say, by 120%, when you mount them in game the PC model still sits at the original height.
How would you raise the mounted phenotype to sit correctly on the up-scaled model?
Any help wouyld be appreciated. I'm very, very green when it comes to working on models, so please excuse my ignorance.
Modifié par cyberglum, 23 janvier 2011 - 02:12 .
#29
Posté 23 janvier 2011 - 11:02
#30
Posté 23 janvier 2011 - 11:13
#31
Posté 24 janvier 2011 - 05:22
#32
Posté 24 janvier 2011 - 08:13
#33
Posté 25 janvier 2011 - 02:37
#34
Posté 25 janvier 2011 - 09:04
#35
Posté 26 janvier 2011 - 02:49
/uploads_user/2087000/2086255/82129.jpg
Modifié par Draygoth28, 26 janvier 2011 - 02:50 .
#36
Posté 27 janvier 2011 - 01:13
TR
#37
Posté 27 janvier 2011 - 02:53
#38
Posté 27 janvier 2011 - 05:17
If you did a CEP 2 version, eagles, owls and parrots might make interesting flying options. Ants and scorpions would expand insect mount options. Great white shark would make another good swimming option.
Karvon
#39
Posté 27 janvier 2011 - 07:36
#40
Posté 27 janvier 2011 - 09:07
#41
Posté 28 janvier 2011 - 08:51
#42
Posté 28 janvier 2011 - 04:43
1.Add the following variable to the mount:
X3_HORSE_PREMOUNT_SCRIPT || string || phenoreset
2.Name the following script phenoreset and add it to your module:
#include "x3_inc_horse"
#include "acp_S3_diffstyle"
//Sets PC to normal phenotype before mounting
void main()
{
object oRider = OBJECT_SELF;
AssignCommand(oRider,ResetFightingStyle());
}
Its pretty straightforward really, resets the phenotype to the default NWN one to avoid the shame of your mount appearing on your head :|
Nice thing is its remembers your original phenotype so when you dismount you automatically re-adopt it.
That Is All.
#43
Posté 28 janvier 2011 - 11:25
#44
Posté 29 janvier 2011 - 01:56
#45
Posté 29 janvier 2011 - 02:51
/uploads_user/2087000/2086255/83288.jpg
Modifié par Draygoth28, 29 janvier 2011 - 02:51 .
#46
Posté 01 février 2011 - 01:06
#47
Posté 04 février 2011 - 12:43
/uploads_user/2087000/2086255/85420.jpg
Modifié par Draygoth28, 04 février 2011 - 12:43 .
#48
Posté 04 février 2011 - 02:14
usagreco66kg wrote...
the downside of the flying rideables, is that they would be flying at a VERY low height, as these are defaulting to the horse phenos right now, no?
Not worried so much about that myself actually. When combined with a good tileset for sky clouds, or undersea - for swimming, it wouldn't be such a major issue. The simple change of appearance would make for a nice visual prop for story telling.
Liking all the additional options, btw
Karvon
#49
Posté 07 février 2011 - 09:03
/uploads_user/2087000/2086255/86593.jpg
Modifié par Draygoth28, 07 février 2011 - 09:03 .
#50
Posté 07 février 2011 - 09:08





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