Shadow Thief: Crimmor
#176
Posté 18 octobre 2011 - 08:47
Really looking forward to this one, kamal.
#177
Posté 18 octobre 2011 - 10:45
#178
Posté 18 octobre 2011 - 10:55
#179
Posté 19 octobre 2011 - 09:15
Your right about the buildings, choose wisely.
#180
Posté 19 octobre 2011 - 12:58
#181
Posté 19 octobre 2011 - 09:31
I'm thinking about it, though.
dno
#182
Posté 19 octobre 2011 - 10:27
#183
Posté 20 octobre 2011 - 12:29
Enemies can't mantle after you, it involves interacting with a placeable. Technically I suppose it would be possible to adjust the ai to recognize a mantling placeable within a range and then jump to it's waypoint, but that would require way too much work (and it would require changing the pathfinding, which may not be possible.).
One example of walkmesh pain: There's a spot where you can climb on to a rooftop. And you can, you just can't move along the walkmesh helper, despite it being significantly wider than the pc.
#184
Posté 20 octobre 2011 - 04:54
kamal_ wrote...
One example of walkmesh pain: There's a spot where you can climb on to a rooftop. And you can, you just can't move along the walkmesh helper, despite it being significantly wider than the pc.
What's your SurfaceMesh/Baked look like? You did remember to bake? Just kidding. The only time that has been a problem with me is when my walkmesh helper was not properly bridged. Basicaly one or both ends of your wmh are not in contact with the map.
#185
Posté 29 octobre 2011 - 09:17
layman's terms: Use fire/ice arrows to light/extinguish torches.
edit: I should say I'm using SLS2 in my OnDamaged script.
Modifié par kamal_, 29 octobre 2011 - 11:14 .
#186
Posté 29 octobre 2011 - 10:55
#187
Guest_Iveforgotmypassword_*
Posté 30 octobre 2011 - 10:52
Guest_Iveforgotmypassword_*
Tsongo..
#188
Posté 30 octobre 2011 - 02:16
//if a usable and damagable sls light source is hit with fire/cold damage, turn on (fire), or off (cold)
#include "ginc_sls2"
//
// OnDamaged script ...
void main()
{
// needed for initializing sls
SLS2ObjectOnUserDefinedEvent(OBJECT_SELF,GetUserDefinedEventNumber());
object oAttacker = GetLastAttacker();
if (!GetIsObjectValid(oAttacker))
{
// Don't do anything, invalid attacker
}
int iColdDamage = GetDamageDealtByType(DAMAGE_TYPE_COLD);
if (iColdDamage > 0)
{
SLS2LightUsed(OBJECT_SELF);
AssignCommand(GetLastDamager(), ClearAllActions(TRUE));
}
int iFireDamage = GetDamageDealtByType(DAMAGE_TYPE_FIRE);
if (iFireDamage > 0)
{
SLS2LightUsed(OBJECT_SELF);
AssignCommand(GetLastDamager(), ClearAllActions(TRUE));
}
}
Modifié par kamal_, 30 octobre 2011 - 02:27 .
#189
Posté 30 octobre 2011 - 02:26
I played and loved Thief 1 and 2 and have taken ideas from them, including turning on/off lights via fire/ice specifically. I didn't see where I could get the tag of the damaging weapon, or I'd have water arrows specifically, I'm sure it can be done. The nwn2 engine doesn't allow for non-targetting arrow firing, so moss and alarm arrows aren't as flexible because of the need for a target, I could see them being doable though.Iveforgotmypassword wrote...
I like the sound of this, have you ever played Thief "Deadly Shadows" if not I'd recommend it for some real sneaky behaviour and getting a few ideas as it's just set in a city too. It's one of my favourite games and I don't normally like being a rogue ! In that you can use water arrows to put out torches and moss arrows to make your footsteps silent and even oil ones. You can also dispose of dead bodies which might even be possible for a bit of xp by resetting decay.
Tsongo..
Body disposal isn't something I plan on.
#190
Guest_Iveforgotmypassword_*
Posté 30 octobre 2011 - 05:09
Guest_Iveforgotmypassword_*
#191
Posté 30 octobre 2011 - 05:54
I tried a few things in DU, including a smoke bomb that was supposed to lower the spot and increase the hide skill of anything nearby. Didn't work that well, but a scripter with better experience with AOE's could probably do better.
#192
Posté 30 octobre 2011 - 06:39
kamal_ wrote...
I played and loved Thief 1 and 2 and have taken ideas from them, including turning on/off lights via fire/ice specifically. I didn't see where I could get the tag of the damaging weapon, or I'd have water arrows specifically, I'm sure it can be done. The nwn2 engine doesn't allow for non-targetting arrow firing, so moss and alarm arrows aren't as flexible because of the need for a target, I could see them being doable though.
Body disposal isn't something I plan on.
I would just use the GetDamageByType command to see if cold damage is delt to the torch. Sure it's not the same as the Thief games, but who says you have to stay true to their system? Regardless I think extinguishable torches would be a cool feature no matter how you do it.
Modifié par Shaun the Crazy One, 30 octobre 2011 - 06:40 .
#193
Posté 30 octobre 2011 - 06:41
I posted the script I used above. That's how I did it.Shaun the Crazy One wrote...
kamal_ wrote...
I played and loved Thief 1 and 2 and have taken ideas from them, including turning on/off lights via fire/ice specifically. I didn't see where I could get the tag of the damaging weapon, or I'd have water arrows specifically, I'm sure it can be done. The nwn2 engine doesn't allow for non-targetting arrow firing, so moss and alarm arrows aren't as flexible because of the need for a target, I could see them being doable though.
Body disposal isn't something I plan on.
I would just use the GetDamageByType command to see if cold damage is delt to the torch. Sure it's not the same as the Thief games, but who says you have to stay true to their system? Regardless I think extinguishable torches would be a cool feature no matter how you do it.
#194
Posté 30 octobre 2011 - 06:44
kamal_ wrote...
I posted the script I used above. That's how I did it.
>.<
I still stand to my main point which is that this mod is looking incredible.
#195
Posté 30 octobre 2011 - 07:35
#196
Posté 30 octobre 2011 - 07:40
#197
Posté 30 octobre 2011 - 07:41
It's just for testing. That particular torch has the aqua flame vfx and light. I suppose you could change the script around and have "cold torches" or other kinds of torches.Arkalezth wrote...
Why is the fire blue in that video?
Modifié par kamal_, 30 octobre 2011 - 07:42 .
#198
Posté 31 octobre 2011 - 06:21
Something to think about.
#199
Posté 31 octobre 2011 - 06:41
#200
Posté 01 novembre 2011 - 12:44
Now the torch and trigger work together, keeping track of whether the torch is lit and whether the player is in the lit area (trigger), and you only face the reduced hide skill if the torch is actually on. This means you have no penalty when entering the trigger if the torch is off, but if it turns on while you are in it's radius you immediately face a penalty to your hide skill (and vice versa of course).
Sample video, with some explanatory text in the message window indicating when the test pc is entering and leaving the light sphere.
(yes, I'm aware the light turning on/off is bugged in this video and it stays on when I hit it with an ice arrow and then goes out for a fire arrow, the mushrooms are merely there to mark the boundary of the trigger for testing)
youtube
Modifié par kamal_, 01 novembre 2011 - 01:02 .





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