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Dragon City Mod


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#51
Abramul

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It's interesting to note that dragons may be capable of flying to at least some planes of Oblivion.

Bold added.

8th moon ....... "I have presented to the few remaining Battlemages my last hope plan. I will fight my way to the bowels of the Battlespire, where I will mount Dragonne Papre, my Dragon companion. From his lair, we will take flight. Since the Weir Gate has been taken, teleportation is not possible. Only Papre can make such a journey to the Imperial Palace. There, we will report the evil infection and return with a regimental force of rescue. May the Powers be with me."



#52
Triforce1

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I applaud your wisdom, oh great cat-in-a-basket. Is that middle bit from a mod, or a story or something? Because if it actually happened, then I want to know how that creator did that...

#53
Abramul

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It's from Starlover's Log, which is from Battlespire.

#54
Triforce1

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So its just a story ? Dangit, I was hoping I could solve my teleportation problem. Speaking of which, do you know what I could do? I need to be able to teleport something with the player through a door in the same action. Like for instance, the player riding a dragon would be instantly teleported through an Oblivion Great Gate once close enough, and the player would come out into the realm on the other side, still flying, over the daedric lava equivalent of an "ocean". See my dillema? That is one of the larger problems here, as well as fast traveling while flying...is it possible to script a way to make you fast travel to a different fast travel marker (like high in the air) only while on a dragon. Oh great scripting masters, help a dude out!

#55
LoginToDownload

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Airbone Fast Travel: You could enable/disable certain mapmarkers depending on your airborne status, but you'd still A: be able to move to the "ground" markers, and B: would need to put some sort of static directly below the marker, ideally an invisible (but still collision-capable) one. (Oblivion, whenever you "teleport", automatically moves you to ground-level)

EDIT: Going by the door thing, if the dragon was a "mount", it would automatically move them together with a MoveTo command. (Though you'd still need the static) I would imagine, to "fly through" the gate, you could attach a script to the gate.
Begin GameMode  
	 if (GetDistance player < 200 && player.IsRidingHorse)
		  player.MoveTo WhateverAirborneMarker
	 endif
end


#56
cazaam

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G'day, Hello, Welcome to mr. porters.

I dont no that much about making mods cos my cs dont work (search cazaam in the search engine)

But one thing you could try for the dragon, is wen you mount it, it turns into a whole new creature, getting rid of the player and the dragon all together/ getting rid of the dragon and changing the players appearance. One model could be used for a dragon with a mount on it, which, is the player. for instance wen u dive the "rider", which could be an elongated spine or summat, moves forward. Just an idea.

o and if its any help (which it probaly isnt) i hav blender and nifskope(thogh im not that great at them) and i like rattling off ideas. just a thought.

i like potatoes

and hot dogs

#57
Triforce1

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Dude, im glad you like potatoes and hot dogs and all, but id rather keep the dragon/player separate. That same-creature thing sounds hard and unneccessary. If you get better at nifskope and the like, I could sure use someone like you. Consider it?
Thanks a lot Login, but Ill say it again I CANNOT SCRIPT. However, you seem so adept, would you consider scripting for this mod. If I haven't already told you particularly, I am sorely in need of scripting wizards. How much do I have to beg? Name your price. :(

#58
cazaam

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hmmm. i see were your coming from (actually i havnt a clue)( and sorry bout the potatoe thing, just lighting up the mood)(gosh)

But I think for the convenience of attacking, making one model would be a lot easier. think, normal controls for the player but UR A DRAGON!! o the wonderment and joy.

But it is your mod and good luck with it. And i would nothing more than to join the team and help out but im afraid i could do little but try making crappy things on blender and firing off ideas.

well dont give up and if it fails, try again. remember, if at first you dont succeed, DONT TRY SKYDIVING!!

Sorry, comic releif.

#59
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I said before... Anything specific I'll be glad to help you with, but for a project of this scripting intensity being able to deal with what scripting requirements crop up seems far beyond me. For the gate, though, you can just slap the code in an Object script and put "scn WhateverGateScript" at the beginning.

#60
Triforce1

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I guess I have to say it again....hhhhhhhhhuuuuhhhhhhh....I HAVE NO IDEA WHAT YOU ARE TALKING ABOUT!!! Not to be crazy or anything, but scripting language might as well be "Greek to me" However, that bit about putting an invisible barrier as a floor for fast traveling in the air was great. That, I can understand. Oh, and when you say "far beyond yourself", do you mean past your capabilities and knowlege, or is it just lack of time? Because if YOU think that YOU don't know enough about it, then you're the crazy one. You have already solved the three biggest problems with this mod, and those were practically offhand remarks! So please, PLEASE think about it some more! (If it was the lack of time thing, that is no excuse; there is little rush to finish this, and I only work on it on weekends...) As a side remark, Cazaam, I have nothing wrong with your [odd] infatuation with potatoes and hot dogs, its just that combining the player and mount at occassional points in the game seems somewhat strange, and possibly harder than this really needs to be...So if it makes you feel any better, I like potatoes too. (But not hot dogs, sorry.)




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