Anyone have a script that allows a player to jump over a pile of rocks that blocks their path?I have a spot that pcs need to cross but in that tileset there are rocks in the way.I like the way it looks so i figure someone probally has a script written for it already.
Jumping a pile of rocks
Débuté par
Builder_Anthony
, mars 18 2011 12:22
#1
Posté 18 mars 2011 - 12:22
#2
Posté 18 mars 2011 - 12:36
how about a trigger with a jumptolocation/jumptoobject with a dissappear/appear effect? (the pc "flies" out of the screen and flies in later) It's very simple
By the way, you may check this: http://nwvault.ign.c....Detail&id=6150
This hak has a jumping's animation with a script for it
By the way, you may check this: http://nwvault.ign.c....Detail&id=6150
This hak has a jumping's animation with a script for it
Modifié par Xenovant, 18 mars 2011 - 12:41 .
#3
Posté 18 mars 2011 - 01:00
A set of scripts I like and normally use in all my mod's is PHB Movement SKills by Old Man Whistler.
I suppose you could customize that and add jumping animation, if you so desired. I'm happy with it as is.
Karvon
I suppose you could customize that and add jumping animation, if you so desired. I'm happy with it as is.
Karvon
#4
Posté 19 mars 2011 - 01:11
Well i dont need the jumping animation i just want them to get to the other side with firmillars.Henchmen dont have to follow.............long story but ya henchmen dont need to follow.
#5
Posté 21 mars 2011 - 02:23
I really like the CRAP system with the upgrade Axe gave to it. I had to make a minor fix in the script but now I can jump all over my module as long as the player is in a trigger where jumping is allowed.
#6
Posté 21 mars 2011 - 04:48
So how do you guys handle monsters jumping over things or climbing up so they can still chase pc so they do not abuse this?
#7
Posté 21 mars 2011 - 05:45
ShadowM wrote...
So how do you guys handle monsters jumping over things or climbing up so they can still chase pc so they do not abuse this?
As I'm using this in DM'ed situations, I can handle the monsters manually in an appropriate way, so not a prob for me.
Karvon
#8
Posté 21 mars 2011 - 01:06
This idea caught me so I made this, hope it helps ya.
//Change JUMP_PARTY to 1 to have all party member within the limit jump also
//the float JUMP_LIMIT is used to only jump party members that are near oPC
//the string JUMP_TAG will be the waypoint tag the pc is jumping to fill that in
const int JUMP_PARTY = 0;
const float JUMP_LIMIT = 1.0;//adjust as you desire
const string JUMP_TAG = "";//fill this in with the waypoint tag
void main()
{
object oPC = GetEnteringObject();
object oCycle = GetFirstFactionMember(oPC);
object oFamiliar = GetAssociate(ASSOCIATE_TYPE_FAMILIAR);
location lJump = GetLocation(GetWaypointByTag(JUMP_TAG));
float fChk; int nRun; object oJumper; int nCount = 0;
if(JUMP_PARTY == 0)
{//this is where we jump just the PC and their Familiar
AssignCommand(oPC, ClearAllActions(TRUE));
AssignCommand(oPC, JumpToLocation(lJump));
if(oFamiliar != OBJECT_INVALID)
{//if the familiar is in existence
AssignCommand(oFamiliar, ClearAllActions(TRUE));
AssignCommand(oFamiliar, JumpToLocation(lJump));
}
}
else if(JUMP_PARTY == 1)
{//here we jump PC, Familiar and all faction members within JUMP_LIMIT
while(oCycle != OBJECT_INVALID)
{//loop thro party members and mark em for jumping
if(oCycle == oPC)GetNextFactionMember(oPC);
fChk = GetDistanceBetween(oPC, oCycle);
if(fChk <= JUMP_LIMIT)
{//set objects on the pc for faster jumping, those within jump limit
nCount = nCount+1;
SetLocalObject(oPC, "JUMPER_"+IntToString(nCount), oCycle);
SetLocalInt(oPC, "JUMP_RUN", nCount);
}
oCycle = GetNextFactionMember(oPC);
}
AssignCommand(oPC, ClearAllActions(TRUE));
AssignCommand(oPC, JumpToLocation(lJump));
if(oFamiliar != OBJECT_INVALID)
{//if the familiar is in existence
AssignCommand(oFamiliar, ClearAllActions(TRUE));
AssignCommand(oFamiliar, JumpToLocation(lJump));
}
nRun = GetLocalInt(oPC, "JUMP_RUN");//retreive number of jumpers
nCount = 0;//reset nCount
while(nRun != 0)
{//jump faction members that are marked on the pc
oJumper = GetLocalObject(oPC, "JUMPER_"+IntToString(nCount+1));
AssignCommand(oJumper, ClearAllActions(TRUE));
AssignCommand(oJumper, JumpToLocation(lJump));
nRun = nRun-1;
}
}
}
#9
Posté 21 mars 2011 - 07:53
Whats up man......long time no see
#10
Posté 21 mars 2011 - 11:33
Henchers are no problem anyway since they will catch you up anyways. For monster especially flyers I have them fly if blocked, also Minotarus, which in mine can teleport ala Titan. So things like shades can go through locked doors. It's all done through the onblocked and just tweaking that to the desired conclusion. For the rocks maybe just a simple conversation, rocks block yoour path do you climb over, and then just jump them to the appropriate waypoint. I use boots of leaping which can just pop you over those nasty rocks.





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