Might be. I think I may have scattered a few things around when it was originally being developed for ROO. Dunno why.
Shadow Over Hackdirt - Reimagining
Started by
zprospero
, Aug 08 2010 06:36 AM
118 replies to this topic
#101
Posted 27 August 2010 - 12:23 AM
#102
Posted 27 August 2010 - 12:34 AM
Ah, good.
I was wondering if the phantom following me might have been dropping them.
I really need to add this guy (if he exists or not) to the mod.
And the whole 'people run screaming out of nowhere at you' would be a perfectly Lovecraftian touch.
@Everyone
Does anyone have an idea on how to script an NPC or creature to stalk the player, but deliberately hide from them?
I was wondering if the phantom following me might have been dropping them.
I really need to add this guy (if he exists or not) to the mod.
And the whole 'people run screaming out of nowhere at you' would be a perfectly Lovecraftian touch.
@Everyone
Does anyone have an idea on how to script an NPC or creature to stalk the player, but deliberately hide from them?
#103
Posted 27 August 2010 - 12:37 AM
Well you could add a follow package but add restrictions like if getplayerdistance == 150 follow and make them sneak and once the stalker breaches that conditoin it will force him to stop then start back up once the player is far away
Its not perfect but it could work
Its not perfect but it could work
#104
Posted 27 August 2010 - 12:42 AM
A package that has a condition for distance from the PC, then if it's lower then a certain amount it'll run away, then find the player if the NPC is far away enough. You'll want to add a few other conditions, of course. Not sure about stalking and hiding, though. Maybe if they can only enter certain triggerboxes behind cover? That'd get messed up if the player just looks around them, though.
#105
Posted 27 August 2010 - 01:10 AM
Aha! I thought there was something like this: GetLOS
I was wondering how the sneaking LOS was working. Probably a quest script that sets variables based on line of sight and then AI packages that react accordingly.
I think I'll work on that. I'm having a terrible time figuring out a proper layout for the town.
I was wondering how the sneaking LOS was working. Probably a quest script that sets variables based on line of sight and then AI packages that react accordingly.
I think I'll work on that. I'm having a terrible time figuring out a proper layout for the town.
#106
Posted 27 August 2010 - 01:11 AM
Is tehre any creature you need ? I am currently making a lockness monster sort of thing
#107
Posted 27 August 2010 - 01:24 AM
What are you basing it on? From the book, it seems like a clustered mid-1800s town. Build the buildings in a square, tightly compacted (No space between buildings or very small alleys), with a town square in the middle, and a tunnel-shaped opening between two of the buildings as an entrance, and some alleys outside as well.
#108
Posted 27 August 2010 - 01:26 AM
@Ub3rman
That's pretty much what I'm trying to do. There's just so much room.
I'm also trying to work in some ruins of the previous inhabitants.
The Marsh Estate is killing me in particular. I know I want it on that hill, but I just can't figure a way to make it grandiose enough.
I've tried to make it a cluster of houses, since Marsh had a lot of kids, but it just doesn't look right.
Probably just need to step away from it for awhile.
@Alonso
That sounds awesome.
I could definitely use a Loch-Ness monster.
As for other creatures. I'm going to throw out some images here and you can see what you like (I really don't expect any of these, anything would be amazing):
Byakhee:
Flying Polyp:
Shoggoth (Actually, you can really do whatever you like here, it's pretty undefined):
Nightgaunt:
Any of these catch your eye?
But, perhaps in keeping with your theme of water dwelling creatures, an Octopus?
Nothing says Lovecraft like tentacles:
http://www.youtube.com/watch?v=OaJckcCZtBQ
That's pretty much what I'm trying to do. There's just so much room.
I'm also trying to work in some ruins of the previous inhabitants.
The Marsh Estate is killing me in particular. I know I want it on that hill, but I just can't figure a way to make it grandiose enough.
I've tried to make it a cluster of houses, since Marsh had a lot of kids, but it just doesn't look right.
Probably just need to step away from it for awhile.
@Alonso
That sounds awesome.
I could definitely use a Loch-Ness monster.
As for other creatures. I'm going to throw out some images here and you can see what you like (I really don't expect any of these, anything would be amazing):
Byakhee:
Spoiler
Flying Polyp:
Spoiler
Shoggoth (Actually, you can really do whatever you like here, it's pretty undefined):
Spoiler
Nightgaunt:
Spoiler
Any of these catch your eye?
But, perhaps in keeping with your theme of water dwelling creatures, an Octopus?
Nothing says Lovecraft like tentacles:
http://www.youtube.com/watch?v=OaJckcCZtBQ
#109
Posted 27 August 2010 - 02:11 AM
Hmm anything that resembles any vanilla creatures The thing about making custom creatures is that if they dont resemble vanilla creatures I will have to create a all new skeleton which is complicated but very do able
#110
Posted 27 August 2010 - 02:16 AM
Nightgaunt. Want. Now. (Selfishly still wanting a final boss)
For making it ornate, have you considered some fancy railings and gates? Like on the Calvert Mansion in Point Lookout. Big fancy gothic iron gate.
For making it ornate, have you considered some fancy railings and gates? Like on the Calvert Mansion in Point Lookout. Big fancy gothic iron gate.



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