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Shadow Thief: Crimmor


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#176
dunniteowl

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Pah! Who wants to be stuck inside when the city guard shows up? I'm just looking forward to the rooftop ramble. Some folks out there may be "back door" men, but me? I'm a second story thief at heart. Who needs a lockpick for a door when you can just slip out the window? So what it's three floors up. If you're a thief, you gotta takes a risk, right? I prefer to swing and shinny, as opposed to swinging and defending. Who's gonna guard the window when they got the place surrounded?

Really looking forward to this one, kamal.

#177
kamal_

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The amount of walking along rooftops will be less than I'd like because of the complete pain walkmesh helpers are, and because the nwn2 buildings generally have fairly steep gables that would make walking them except along the peak ridiculous looking.

#178
M. Rieder

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No kidding. I've spent hours on walkmesh helpers. They are a nightmare!

#179
Alupinu

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Actually kaml it may not be that hard. Try using two *identical* maps one for the rooftops and one for ground travel. This also solves the bridge dilemma. You could even have jumping to the ground points that are actually area transitions.

Your right about the buildings, choose wisely.

#180
The Fred

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Shadow Sun Ninja for the win!

#181
dunniteowl

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Alupinu, that's my desired solution as well. Entry and exit points that "transport" you to a new point on the "other" map. One for the ground and one for the rooftops. And yes, the buildings are not very well set up for flat roof to roof travel. Most of the parapets, roofs and gables are all too steep to make walking along them look right, as kamal says.

I'm thinking about it, though.

dno

#182
Arkalezth

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IIRC, there were several of those spots when I tested it a while ago. Not much walking over the roofs, but you could "jump" over fences and such, clicking on one side and reappearing at the other.

#183
kamal_

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It's true, there's mantling over obstacles. Of course it's not smooth like a game designed and supporting that, it's done via using placeables to jump to waypoints, there's no special animation or anything. But luring an enemy to you and then mantling away is a solid tactic and is in what arkalezth played (I haven't extended it module-wide yet). There's one place arkalezth saw that's basically built around doing just that.

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
Alupinu

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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
kamal_

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I've got the script working to turn on/off a lighting placeable (such as a torch) on or off as appropriate when damaged by fire/ice damage. The relevant vfx is activated/deactivated as well, torchfire, candle etc

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
The Fred

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Sweet. Burning Hands could be pretty cool, too. I kind of want to do the same thing now... ;-)

#187
Guest_Iveforgotmypassword_*

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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..

#188
kamal_

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Here's the script: note that if lightable object is his with cold and fire from the same attack, this will leave the light on (since the fire script runs after the ice script). The target must be damagable, not plot.


//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
kamal_

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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..

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.

#190
Guest_Iveforgotmypassword_*

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You could just make a blueprint called "water arrows" out of ice arrows and not have cold ones at all so your sneaky thief has to buy them on the black market. I never played parts 1 & 2 that was way before I had a computer, maybe one day when they're being given away with cornflakes or come free with a phone !

#191
Lugaid of the Red Stripes

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You can use the cast spell - unique ability - long range to do things at a location, rather than at a useable target. You can spawn an i-point and then order the PC to attack the i-point, assuming a bow is equipped along with the special arrows. Otherwise, you could do the same thing with a grenade-type weapon.

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
Shaun the Crazy One

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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
kamal_

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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.

I posted the script I used above. That's how I did it. :D

#194
Shaun the Crazy One

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kamal_ wrote...
I posted the script I used above. That's how I did it. :D


>.<

I still stand to my main point which is that this mod is looking incredible.

#195
kamal_

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youtube video of lighting and extinguishing torches with the script i posted.
www.youtube.com/watch

#196
Arkalezth

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Why is the fire blue in that video?

#197
kamal_

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Arkalezth wrote...

Why is the fire blue in that video?

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.

Modifié par kamal_, 30 octobre 2011 - 07:42 .


#198
dunniteowl

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Kamal, you just gave me a great idea. A small distance lamp lit with the glow of fireflies in a small glass container. Shake it a couple of times and it lasts for a few minutes. Shake it too much and you kill the fireflies.

Something to think about.

:)

#199
kamal_

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I have those DNO, they're called torch bug tubes, and are from official lore books as a torch alternative. Currently they're purely for flavor and are just regular torches. Eventually I'll get around to removing the flame and changing the light from them, givin them a cosmetic difference from a regular torch.

#200
kamal_

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I've updated the torch's OnDamaged script, as well as updated the trigger for the light radius around them. Originally, entering the lit radius of a lit torch reduces your hide skill and leaving the area will return it to normal. That wasn't a problem when you couldn't turn off a torch.

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 .