I am hoping there is a scripter out there that would be
willing to script a custom creature for release on the vault.
I have just finished the Ankheg and would like someone to
script its special behavior.
The creature would need a appear script
and disappear script (Calling custom animtions), and an acid spitting script.
A accurate blueprint would be helpful as well.
You will get full credit for scripts and blueprint .
Need creature scripting help.
Débuté par
Hellfire_RWS
, nov. 12 2012 11:00
#1
Posté 12 novembre 2012 - 11:00
#2
Posté 12 novembre 2012 - 11:26
I've got some work-in-progress ankheg AI scripts and blueprints that could be adapted. They currently use the knockdown and standupb animations with an umberhulk stand-in. Their behaviour and blueprints are based on the ankheg entry in one of the monster manuals.
They also have a custom OnDeath script that creates a usable placeable (the pile of rags makes a fine 'battered ankheg corpse'), which allows the player to 'talk' to it and use certain skills (craft armour, survival, craft alchemy) to extract components from the corpse. Currently only ankheg shells and acid are extractable, but removing the mandibles for trophies or a distillable essence item are also a possibility.
If the new model is meant to be immobile, then the scripts might need to be tweaked further. Currently my umberhulk stand-ins will give chase above ground. I'd need to know what the personal space and attack distances of the model would be in order to refine the scripts (to determine how far from the heard player it pops up behind), and what the appear and disappear animations are called.
Of course, I'd sell my grandmother for a sneak-peak at the model itself...
They also have a custom OnDeath script that creates a usable placeable (the pile of rags makes a fine 'battered ankheg corpse'), which allows the player to 'talk' to it and use certain skills (craft armour, survival, craft alchemy) to extract components from the corpse. Currently only ankheg shells and acid are extractable, but removing the mandibles for trophies or a distillable essence item are also a possibility.
If the new model is meant to be immobile, then the scripts might need to be tweaked further. Currently my umberhulk stand-ins will give chase above ground. I'd need to know what the personal space and attack distances of the model would be in order to refine the scripts (to determine how far from the heard player it pops up behind), and what the appear and disappear animations are called.
Of course, I'd sell my grandmother for a sneak-peak at the model itself...
#3
Posté 12 novembre 2012 - 11:31
The new model is set to immobile in the toolset Blueprints right now.
The Ankheg has 3 new custom animations.
C_Ankheg_Appear (comes up out of the ground)
C_Ankheg_Disappear (Burrows back under the ground)
C_Ankheg_DisappearLoop (ankheg is curled up about 3 feet under the ground waiting)
The Ankheg has 3 new custom animations.
C_Ankheg_Appear (comes up out of the ground)
C_Ankheg_Disappear (Burrows back under the ground)
C_Ankheg_DisappearLoop (ankheg is curled up about 3 feet under the ground waiting)
#4
Posté 12 novembre 2012 - 11:32
DannJ wrote...
Of course, I'd sell my grandmother for a sneak-peak at the model itself...
Tell me how much you get for your grandmother and we will talk!
#5
Posté 14 novembre 2012 - 03:27
Great work, Hellfire
#6
Posté 14 novembre 2012 - 09:47
so DannJ you are up to the task to script it ?
What about the FXE, the dust cloud, and acid spit ?
What about the FXE, the dust cloud, and acid spit ?
#7
Posté 14 novembre 2012 - 10:10
I'm working on adapting my existing ankheg scripts. The 'earth elemental appear' SEF that comes with the game looks (and sounds) pretty good when burrowing and re-emerging, and the black dragon's acid line VFX seems to fit the description of the acid spit feat.
Scripting behaviour for immobile creatures is a bit more work than usual though. Now I know what the developers of Mysteries of Westgate went through with the quelzarn.
Scripting behaviour for immobile creatures is a bit more work than usual though. Now I know what the developers of Mysteries of Westgate went through with the quelzarn.
#8
Posté 14 novembre 2012 - 10:38
You could use the quelzarn script maybe ?
#9
Posté 14 novembre 2012 - 11:06
Probably prevented from doing that by the MoW DRM that prevents opening the module, sadly.Shallina wrote...
You could use the quelzarn script maybe ?
#10
Posté 15 novembre 2012 - 12:05
Actually, the quelzarn scripts are included in the MoW creature pack on the vault. Unfortunately they mostly control when it uses it's breath weapon. Ankheg acid spitting will be a one-time deal, and is already handled in one of my existing scripts (triggered by HPs falling below 50%).
Quelzarns appear to have been stationary in MoW. Ankhegs have the added complication of periodically burrowing back down and then popping up behind unsuspecting party members. It's like a bigger, nastier version of whack-a-mole (except the mole is trying to whack *you*).
Quelzarns appear to have been stationary in MoW. Ankhegs have the added complication of periodically burrowing back down and then popping up behind unsuspecting party members. It's like a bigger, nastier version of whack-a-mole (except the mole is trying to whack *you*).
#11
Posté 15 novembre 2012 - 12:23
That's good to know they released the scripts with the creature. I didn't know.





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