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Help with space-travel system (ROU Sea Travel modifications)


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#1
Boozehound Blue

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Hi, I'm still trying to get my Spelljammer-esque module out (been busy) and my brain is seizing on the best way forward. I was hoping someone could lend a hand.

The ROU System works on the basis of having an air elemental with a ship vfx added as the party leader (on the overland map), with the rest of the party apparently(?) following behind while masked under the vfx. (or perhaps they're script hidden. Idk)

I currently have two levels of such overland map ship travel: interstellar, or phlogiston, and localized system. There is no skiff useage per say, but there need be some mechanism to get back on the ship (a trigger at each port of call or landing location) which probably doesn't even need the ship to be visually present. (though it might be nice). The trigger will start a convo, which will likely lead to an area transition.

There is also the issue of scale, which is variable, depending on the area. The ship must be scaled up/down based on a scale factor stored on the area. I'm not sure how to best handle the rest of the party.

All ship travel area trainsitions will likely be handled through conversation.

If anyone has some solutions on this (or any other facets of design), I'd like to know. My main goal is to put this on the vault as sort of a building set.

Thanks

Modifié par Boozehound Blue, 27 avril 2011 - 05:27 .


#2
MasterChanger

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Boozehound Blue wrote...

The ROU System works on the basis of having an air elemental with a ship vfx added as the party leader (on the overland map), with the rest of the party apparently(?) following behind while masked under the vfx. (or perhaps they're script hidden. Idk)


M. Rieder will probably be along shortly to explain it himself, but I know he's come up with a new vfx that might work more optimally for your purposes (he http://social.biowar...1.html]designed it specifically for moving ship situations[/url]). Instead of using an air elemental appearance, which isn't great for keeping nodes to hang other VFX on, his uses a new VFX to hide the creature but keep their appearance.

Presumably, the triggers or convos would then apply or remove this VFX.

#3
M. Rieder

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Hi Boozehound Blue,

Here's the link to the VFX on the vault:

http://nwvault.ign.c...ts.Detail&id=68

This vfx turns a creature completely undetectable but leaves them able to perform actions and run scripts and such. I believe it will be what you need to effectively hid the party during space travels. You also can apply this VFX to the object that you have the ship VFX on to hid the object, that way, you don't have to use the air elemental creature, you can use whatever you want.

For scaling, the size of the creature you attach the VFX to will dicate the size of the ship. So if you need the ship bigger, increase the scale of the creature it is attached to.

Do you have any experience with custom VFX? If you do, it would be really neat to put a visual effect similar to the spell protection from evil - looks like a big force-field- around you ships when they are sailing in space. You would probably have to edit the VFX to be bigger so it fits around the ship.

Here's another option:

There is a creature appearance for a cargo ship. I've never played with it, but it seems that it could work in place of the VFX. That would make things a little simpler for you. If you want to try it out, just go to the appearance field under the properties tab of a creature and look for cargoship or shipcargo or something like that, I can't remember and I don't have the toolset in front of me.


Space travel is a really neat idea and I'm interested to see what you come up with. Are you making a module, or just making the space-travel system?

#4
Boozehound Blue

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Thanks for the link M. I think I will just forge ahead using the cargo ship creature. At least doing so will solve for the collision issues and allow for ship interior/boarding/battle areas (from a SP standpoint).

I did play around with that bubble vfx. I'll need to find it again and settle upon some scales. (It's been a rather arduous process to find and manipulate 'spacey' vfxs.)

I am building a module, but it is largely meant to showcase what can be accomplished with a minimal amount of foraged c.c. and given the design constraints. Perhaps a larger story will come...