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lgpmichael

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Everything posted by lgpmichael

  1. Hah, awesome, I dont know how I missed that, as I went through the entire function list a half dozen times before I asked. That is exactly the kind of function I was looking for. I was even considering going to the effort of, onhit, work out the damage that was just caused, and see if it was more like hand to hand damage from the player, or weapon damage... Thats perfect, thanks!
  2. Yeah I agree it woul dbe easier with OBSE, but Ive gone so far through this, the whole main quest, that I now really don't want to add it just for a sidequest. I'll keep on trying to work it out, but any non-obse ideas gratefully received... (* I can do it for handling all of the vanilla weapons, but it is the mod weapons that would still be a problem)
  3. Does anyone know of a way to detect that *either* the player has no weapon wielded, OR how to use OnHitWith with the players fist (without using OBSE). (Or some other clever way to know the player is hitting their target without using a weapon).
  4. And a little while later, I can now report another sidequest is complete, adding another 30 minutes gameplay. The main coding is now so close to finished that I can almost smell it. Just 4 more sidequests to do, and then its artwork, voice acting, and testing all the way to the end... Here is a little screenshot that doesn't give too much away {;-) http://toomanysites.org/screenie5.jpg
  5. Yeah I'd tried to startcombat and nothing happened. Ive just taken your suggestion and checked the detection level and it is at 3, so it has definitely seen me. I am suspecting that the problem is it only 'swims' in 'water' and as this isn't water it doesn't allow swimming in. Another of the wonderful swimbugs in Oblibion it seems {:-(
  6. As part of one of the side quests for The Hole, I have a scenario where the player, who has temporarily obtained the ability to resist the damage from lava, is happily swimming along through the lava and they come across some of a new creature, a Lavafish. However it doesn't attack. It is simply a slightly updated slaughterfish, nothing fancy except a nice new effect shader and the ability to not die in lava. It just sits there and ignore the player. If I change the water in the cell from lava to normal water, it goes crazy and attacks. So, it seems there is something unusual about how lava is handled. I can't see anything in any documentation, I can't find any other mod that has tried this, but - I am hoping - has someone here seen this happen and know of a workaround?
  7. I see that this has already been answered, but I will also add a few extra points 1) If you want to know GAME time since entering a cell, have a script tied to an activator in the cell. The activator will only run its GameMode when in the cell, so you could do something like: short daystart float timestart begin GameMode if ( daystart==0 && timestart==0) set daystart to GameDay set timestart to GetCurrentTime endif end Then simply use those variables on the activator to calculate the amount of game time in the cell whenever you want. It can also be done with a quest script, testing if you are in a cell using GetInCell, but unless you speed up a quest script you can miss the first few seconds (if that is important) 3) An update to the other example above: Short StartDay begin GameMode If GameDaysPassed > StartDay Set StartDay to GameDaysPassed ;;;reset code Endif End The original code in GameMode would never fire as it always reset the StartDay, but in general, yeah. *Note that this will also not fire the reset code if you enter the area on day 0, and so if that is a concern, you will need to add a doonce variable there too, but that is trivial.
  8. Ahhhhhhhhhhhh*thud* I spent hours looking for the last instance of an object that I wanted to change, but change in a way that didn't look messy so had to do each of them by hand. I hadn't seen the use info menu option. Oh how that would have helped me out. Well, hooray, now I know for next time. Thanks! {:-)
  9. Sure but then why do it ingame, just do it in the construction set. The only reason to want to do it ingame, is if it was changed dynamically, and I can't see someone making an enchanting effect that changes all Iron Battle Axes in the world for everyone. Surely it would be changing the instances, the specific item being enchanted. If you really DID have an effect that changed the look of all Iron Battle Axes (for example) then sure, change the nif, otherwise, change the object instance with another one.
  10. You'll need to change the object to a different one, you can't change its nif path. The nif is defined in the base object, not the instances of it, and so to change one is to change all. You'll need a standard and enchanted object, and for each item you wish to be affected, you'll need to swap it out with the 'enchanted' version as and when it happens. In the same way that duskfang/dawnfang work
  11. A little more plugging for the new mod I am working on, another milestone was hit today. The final branch of the story has now been completed, adding another 3 hours of gameplay to the story, for a total of 19 hours now (well, 19 hours if you play all three main quest branches, a little less in normal play). It took a little longer to complete than expected, mainly because of the way one of the new dungeons was built taking a LOT more time than I expected. This leaves the only tasks left to complete are some art/modelling work, voice work, and a number of sidequests. Primarily what I desperately need right now is some modelling and texturing work. Some of it is simple, some is very complex, so if you are a basic modeller or an advanced modeller looking for something to really test your skills, there is something for everyone. Everyone who produces something that the game needs gets advance access to the game at the point they hand in their work. Currently it contains: 2 new worldspaces 12 new and very complex and original dungeons 1 new village 30 more indoor areas that aren't dungeons, but are not just cosmetic scenery 250 scripts (averaging around 100 lines of script, so at a guess, somewhere around 22,000 lines of script code, not including dialog based scripts) 185 AI packages 2,200+ lines of dialog 6 new major NPC's and large changes to a dozen existing NPCs Its current status: Main quest, primary branch: Complete Main quest: Secondary branch: Complete Main quest: Primary Branch secondary split: Complete Sidequest 1: Concept in progress SIdequest 2: Concept in progress Sidequest 3: Concept in progress Sidequest 4: Concept in progress Sidequest 5: Concept complete Sidequest 6: Complete New Artwork: 15 pieces required, 6.5 complete, one promised, leaving 7.5 needed. PLEASE contact me if you are a modeller who can help! Voice Acting: None yet, around 2,200 lines expected to be needed. Volunteers gratefully accepted. All races and genders needed. Beta Testing: Expected to begin in about 4-6 weeks, I will ask for volunteers just before it starts. And here is another screenshot... Those Lore-knowledgeable people should recognise this {:-) http://toomanysites.org/screenie4.jpg
  12. He's safe with the order of events in that line, it evaluates left to right. (I know what you mean though, Im a C coder and the lack of syntax enforcement in the CS makes me a sad coder) Your quickest way to check is simply add a messagebox with a value in it, so for example: scn RaivenCryptQuest short debug short debug2 Begin GameMode if player.getincell aaaundeaddungeon1 && getstage RaivenDungeonQuest == 0 setstage RaivenDungeonQuest 5 addtopic undeadhelp endif if getstage RaivenDungeonQuest == 10 player.addspell SummonZombieHelpers endif set debug to BanditLeaderRef.GetDead set debug2 to GetStage RaivenDungeonQuest MessageBox " Test conditions are %.0d %.0d",debug,debug2 if BanditLeaderRef.GetDead && getstage RaivenDungeonQuest == 10 MessageBox "Test passed, setting values" setstage RaivenDungeonQuest 15 addtopic UndeadEnd player.additem MagicalGem 1 endif End You will only get one messagebox, so you will either get one saying you got the right execution path, or one telling you why, and from there, you can know what is wrong.
  13. Is your problem that you are expecting to see a dialog option when you talk to him, that isn't there? If so, have you used AddTopic on the player?
  14. Blame Peter Jackson! Orcs have been fine as green for decades and he comes along and makes some brown ones and confuses everyone! {:-) (Btw, your link to '71 other mods' just links to your profile, and I cant find a list of them there, am I missing something?)
  15. I think you'll need to tell us what the symptom is, what you have there is a quest stage dialog that looks perfectly reasonable, except you have a StopQuest at stage 10 which may not be what you want (or maybe it is, maybe you wanted to stop and restart it later, I don't know)
  16. In whatever dialog you have, you would simply add into the script section player.SetFactionRank factionname 0 The zero would be a base rank, if you have created ranks in the faction, you can use setfactionrank whenever you want the player to move up or down in them. Set to -1 to remove the faction.
  17. NPC's will eventually walk round things even when the pathgrid says they can go from A to B if something is blocking them. I cant see it being a huge problem. I reckon an activator would be the best bet, it can work like a static but you can script it to pick it up and place it in your inventory on a click. I think one problem will be ground level. You could drop it and there is no way I know of to determine the land height at the position you drop it at, so all you can do is assume player height. That will be fine unless you are facing into a hill, where the object will vanish into the hill, or facing away from a hill on a slope and it will appear in midair. I am not aware of any way you could do that - ohh unless you dropped a very small havok object first, monitor its height and see what height it bounces at, and then place the static object at that height - that would work... hacky and kludgy, but it would work...
  18. The game is fine moving statics as long as they are disabled for the move, otherwise their collision doesnt update. Move then enable and it is fine.
  19. The main and only reason - not using OBSE, and I've done a lot of work to make the mod work without it. From what I've seen, is that while OBSE is great, a lot of people won't run OBSE mods, and so I'm trying to avoid it. I've got 16 or so hours of gameplay without it, and I really don't want to add the dependency in for the very last dungeon of the whole mod. {:-) The script idea didn't work unfortunately, however I ended up with a hacky workaround, storing an offset in a script, so add that to the getAV health to get the HP, then when adding in the damage ability also add in an ability which sets the offset back to zero, so when the abilities do eventually run, they do their job and remove the offset. Job done, all works. Its a bit hacky but I guess thats the name of the game sometimes {;-)
  20. In the CS just select Character / Factions, right click on the list of factions and add a new one. Select how they react to other factions, and its done. To make it joinable will be more work with ranks and dialog, but on the whole, once you find the faction dialog, it should be straightforwards...
  21. Hi guys, I have a scripting issue that I can't find a workaround for, so I am hoping someone has an idea I need to activate an NPC that is in another cell, just for one frame. Why: OK, I am adding a spell Ability as follows A damage health Ability that damages HP, and has an accompanying script. The script removes the ability from the target. In effect this causes damage to the actor it is applied to, which is proper damage instead of the fake damage done by modav If applied to an actor in the same cell as the player, it works just fine If applied to an actor in a different cell, it wont work, as the ability and its script will not run until the npc is in the same cell as the player. This means when I use another script to look at the NPC's health for other reasons, before the player goes near the NPC, the damage hasn't happened. What I need to do is to activate the NPC for just one frame, so they can run through their regular routine and apply the ability effects. So, does anyone have a useful trick, hack, or other workaround, to make an NPC activate themselves for one frame? If not, I'll have to move the NPC to somewhere in the same cell that the player can't see, and then do it before moving them back, and I'd rather not do that, its ugly {;-) Thanks
  22. Does it count to make an entire large quest with several of them in - and pretty damned unique ones at that {:-) I absolutely guarantee to release it, not finished yet though. 2 new small dungeons in the last week, one hack and slash, one puzzle, and 2 more big special ones to go in in the next couple of weeks (they're way more complex and will take longer) I even took a leaf out of your book, and started building a dungeon out of rocks instead of tilesets, but I admit that it took WAY longer than I expected, and I ended up with just one cave like that. It was nice though, and I wish I had time enough to do more like that! I admit I was a little grumpy when my playtester just bounced right through it without a backwards glance *grrr*
  23. Your biggest problem would be to know which target it is aiming for, as Oblivion doesn't know who your target is until you hit it. I would think you would want to have the weapon, on hit, set some kind of quest variable on a 1 second update quest. Lets say it sets it to 3, and decrements once per second. When that variable is above zero (giving you a 3 second window since your last hit), the quest places an invisible activator at your location, sends out a short range, say 400 units, area affect spell, which would cause a SpellEffect to hit every creature and NPC in range. The effect does nothing but look at the relative angles of each creature (absolute angle and players facing angle are available, so from that you can get relative angle). If a creature is within a certain angle, you can do some simple maths to setpos the player to move them to next to that creature. I think that that would do roughly what you need. Its late so I won't go into code, but each of those steps are possible in the CS. Hrm, however it wont take any account of intervening obstructions so you COULD end up inside a wall or rock. I can't think of any realistic way to stop that happening unfortunately, as the collisions in Oblivion assume that almost every object in the came is hollow.
  24. Im not quite sure how that would be possible, each hit voice is tied to a sound and it shouldnt be possible to attach to multiple sounds... however: Are you using some kind of reflect damage ability, and the sound is coming from the enemy that hit you, and their sound isnt changed but yours is... Your sounds are in either the sounds or voices bsa in your Data directory, you would need to unpack them, remove the files you dont want, and then repack them. It isnt hard to do, but a little time consuming. There are plenty of tutorials saying precisely how to do it, so I wont re-invent the wheel here.
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