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Convert a placeable to a creature?


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#51
Loki_999

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It was just a level 1 char without weapons.

 

Could be just it detected it was an easy target.

 

I think it needs the AI setting for not using melee attacks. Would have to look for it, but its a variable you can set on NPCs to determine how they behave, same as if you go to a summons or henchmans AI page.



#52
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For sure, I didn't set anything: as it is, the catapult uses the usual AI. Just give your char a sling or a bow and attack the catapult from afar, normally it should launch the rocks instead of closing in.



#53
Loki_999

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Thanks will give it a try.



#54
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Nope, wielding is sling didn't change it, but i did notice that it was attacking from distance, just no spell was firing.

 

So something else wrong.

 

Can you package up your test module, just so i can at least eliminate the possibility of it being something wrong with how i set up the catapult?



#55
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So something else wrong.

Yes, and I found what: in my test module, the PC is on a bridge, and a pack of rats is between the catapult and the PC. The catapult therefore cannot use its melee attack, but since it finds a valid target (i.e. there's a path to go to it), it continues the attack and then switches to the spell system.

 

In the test I prepared, I removed the rats. When I tried, I got the same thing as what you described. So I also surrounded the catapult by unwalkable terrain in the next version: alas, the catapult was just doing nothing.

 

Finally, I gave it a thrown weapon: now, even if the walkmesh prevents it from moving towards the target, it can still attack from a distance. For best results, go to the middle of the bridge and attack from there, the catapult will react by throwing rocks. If you go closer, it will use its melee attack (I changed the distance in the 2da for testing purposes, modify the values of 14.5 and 16.9 to 4.5 to 6.9 [or even lower] if you don't want this to happen).

 

Note: as the projectile also does damage, it's possible you suffer both from the spell and the rock (just change the properties of the rock if you lose too many hp!)

 

Note 2: near the catapult, there's a strange blob. Could you have a look at it and describe how it animates for you? For me, the center is closing then opening (looping), which is what I wanted, but when PJ tried it it appeared to expand from the edge (in other words, the center would stay at the same diameter). Thanks.

 

 

Oops! Almost forgot! The test module (along with the override files you will need) is here.



#56
Loki_999

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Great will take a look. I also forgot to try setting the AI option for not using melee attacks. Will try setting that next time i test.



#57
Loki_999

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LOL... quick test under my linux install (so no chance there of trying to modify the template), and it was bizarre city but at least saw it working.

 

Confused the hell out of me at first with the invisible walkmesh.

 

I can confirm that the blob opens and closes from the center.

 

Also, the spell effect did fire. And i think i know what is the problem.  In the catapult's appearance 2da entry something is probably wrong with the attack distances and related values.  They are too large. I noticed i could hit the catapult with a melee attack from a long way away, and it in turn was using melee attacks as well.  There was eventually a sweet spot i found, just inside its spell range but outside its melee range, where the spell would fire in preference to it using a melee attack.

 

So, there we have the problem.

 

So, next ill try messing with the values in appearance.2da and setting it to not use melee attacks.



#58
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Also, the spell effect did fire. And i think i know what is the problem.  In the catapult's appearance 2da entry something is probably wrong with the attack distances and related values.  They are too large.

Highly likely, I think I reused the blue dragon line. And since it still didn't work, I increased them (as you can see below, I should actually have reduced them).

 

 

 So, next ill try messing with the values in appearance.2da and setting it to not use melee attacks.

Ah, yes, I misread the HITDIST value: I thought it was the distance at which the creature was to be to be able to hit, whereas it's the other way round. So you definitely need to reduce it from 14.5 to 1.5 I believe.

 

But isn't PREFATKDIST supposed to be the distance from the target the creature prefers?



#59
Loki_999

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There are 3 or 4 values that control this behaviour. Two from the creature itself, and one or possibly two for creatures attacking IIRC.  Ill play with the values.



#60
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I played with baseitems.2da (to set the distances for the projectile) and appearance.2da (to do the same for the catapult), but in the end to ensure it uses the ranged attack 100% of the time I had to script a custom IA attack (using the string variable "X2_SPECIAL_COMBAT_AI_SCRIPT", set obviously to the custom script).

So I also converted the trébuchet. The next step will be to add another catapult and another trébuchet, for variety...

 

Some screenshots below:

capture1.jpg

 

nwn2_ss_100414_153902.jpg

 

nwn2_ss_100414_214104.jpg

 

nwn2_ss_100414_214233.jpg

 

I'll hopefully release the package tomorrow.



#61
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Wow, full steam ahead!

 

And sorry, can't see the pics.



#62
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Strange. I uploaded the first part (NWN2 placeables converted to creatures) on the new vault, maybe you'll see the pictures there?



#63
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LOL... this is brilliant.

 

Now just got to work out a reason why the Demons and Devils fighting in the Abyss have turned to using Siege weapons against each other. :D

 

And also brings this to mind: 



#64
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Another catapult is now ready. Instead of a trebuchet, I'm wondering if a ballista wouldn't be nicer...


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#65
Loki_999

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A ballista would be cool... do you have a model?



#66
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If you mean a ready for use 3D object, no. But I've got a few pictures already.



#67
rjshae

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Most of the decent Ballista models I've seen are fairly high poly count.