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SamuraiOkame

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About SamuraiOkame

  1. So nobody else is annoyed by the magic strafing animations? your hands are down by your side when your supposed to be casting magic... they really need revamped. tired of my arms looking like sausages when im running trying to cast magic
  2. Im looking for an animation that makes the staff shoot when you run left or right or forward or back. normally my staff is just static and it looks like the regular magic casting animation when i strafe or move
  3. I made this god of war like arena with a custom song for the cell and i was thinking, i need a chain scythe to kick a$$
  4. I was wondering if someone can make a chain sickle weapon, it doesnt have to be animated or have physics just a plain 1 handed sword would be fine. but if you can make physics work that would be great. For those who dont know what a kusarigama is in japanese "chain sickle". You could make two versions one holding the actual scythe with the chain hanging below and another version where your holding the end of the chain and the sickle and chain is extended out. here are a few reference pictures http://www.fightdesigner.com/miscmain/kusarigama.gif http://images1.wikia.nocookie.net/__cb20120617055960/tmnt/images/2/25/2190900-kusarigama.jpg http://wiki.joecustoms.com/w/images/5._paint.jpg So basically it would work like two giant onehanded weapons and have dual weilding dagger animations no need for new animations i dont care about the physics. Just the mesh imported into the ck and uses dagger animations. on each hand it would look like this: http://s16.postimage.org/ensj48smt/Untitled.jpg and if possible make the little handle go between the knuckles of the closed fist sort of like this http://s15.postimage.org/87hmrmv0b/between_knuckle.png
  5. i was thinking that but it didnt work but ill try again
  6. Can someone tell me how to remove the quest requirement from this script so that the arena stone works all of the time Scriptname aoah_ArenaStone extends ObjectReference {Summons enemies in the Areane of Ancient Heros. } Spell Property summonEffect Auto FormList Property enemyFormList Auto LeveledItem Property enemyPotion Auto ObjectReference[] Property listOfSpawnPoints Auto int Property spawnAtPlayerRatio = 10 Auto int Property maxActiveEnemiesAtStart = 1 Auto int Property maxActiveEnemiesTotal = 8 Auto int Property enemiesPerArenaLevel = 8 Auto bool Property levelNotificationOn = false Auto Quest Property aoah_ArenaQuest Auto bool Property activeForArenaQuest = false Auto int Property arenaQuestCompleteLevel = 5 Auto int enemiesCreatedTotal = 0 Actor[] listOfActiveEnemies int lastWriteIndex = -1 bool arenaIsActive = false ; Initializations Event onInit() if( maxActiveEnemiesTotal > 20 ) maxActiveEnemiesTotal = 20 endIf if( maxActiveEnemiesAtStart > maxActiveEnemiesTotal ) maxActiveEnemiesAtStart = maxActiveEnemiesTotal endIf listOfActiveEnemies = new Actor[ 20 ] EndEvent ; Aborts the arena fight. Function AbortArena() killEnemies() Utility.Wait(1) deleteEnemies() Utility.Wait(2) arenaIsActive = false EndFunction EVENT OnActivate( ObjectReference akActionRef ) ;if (( akActionRef == Game.GetPlayer() )||( !activeForArenaQuest )) if( !arenaIsActive ) arenaIsActive = true ProcessArenaActions() arenaIsActive = false endIf ;endIf EndEVENT ; Function that processes the arena actions, like spawning and manage enemies. Function ProcessArenaActions() enemiesCreatedTotal = 0 int maxActiveEnemies = maxActiveEnemiesAtStart int enemiesToCreateInThisLevel = enemiesPerArenaLevel int arenaLevel = 1 PrintArenaLevel( arenaLevel ) while( arenaIsActive ) int activeEnemies = GetNumberOfActiveEnemies() if( activeEnemies < maxActiveEnemies ) if( SpawnArenaEnemy( GetNextSpawnPoint(), GetActorBaseToSpawn(), GetEnemyLevelToSpawn( arenaLevel ))) enemiesToCreateInThisLevel -= 1 activeEnemies += 1 if( enemiesToCreateInThisLevel <= 0 ) enemiesToCreateInThisLevel = enemiesPerArenaLevel + ( arenaLevel * 2 ) arenaLevel += 1 PrintArenaLevel( arenaLevel ) if( maxActiveEnemies < maxActiveEnemiesTotal ) maxActiveEnemies += 1 endIf if( activeForArenaQuest ) if( arenaLevel >= arenaQuestCompleteLevel ) if( aoah_ArenaQuest.getStage() < 1100 ) aoah_ArenaQuest.SetObjectiveCompleted(1000) aoah_ArenaQuest.SetObjectiveDisplayed(1100) aoah_ArenaQuest.setStage(1100) endif endif endif endIf Utility.Wait( 0.75 * activeEnemies ) endIf endIf Utility.Wait( 0.25 ) endWhile deleteEnemies() EndFunction ; Random ActorBase from the list of possible enemies. ActorBase Function GetActorBaseToSpawn() return enemyFormList.getat( Utility.RandomInt( 0, enemyFormList.getSize() - 1 )) as ActorBase EndFunction ; Spawns a new enemy. bool Function SpawnArenaEnemy( ObjectReference spawnPoint, ActorBase enemyBase, int enemyLevel ) int index = GetNextFreeEnemyIndex() if(( index >= 0 )&&( index < listOfActiveEnemies.length )) Actor newEnemy = spawnPoint.PlaceActorAtMe( enemyBase, enemyLevel ) listOfActiveEnemies[ index ] = newEnemy enemiesCreatedTotal += 1 summonEffect.Cast( newEnemy, newEnemy ) newEnemy.addItem( enemyPotion, 1, true ) Utility.Wait( 0.5 ) newEnemy.StartCombat( Game.GetPlayer() ) return true endIf return false EndFunction ; Random ObjectRefernece where the next enemy spawns. ObjectReference Function GetNextSpawnPoint() if( Utility.RandomInt( 1, spawnAtPlayerRatio ) == 1 ) return Game.GetPlayer() endIf return listOfSpawnPoints[ Utility.RandomInt( 0, listOfSpawnPoints.length ) ] EndFunction ; Counts the active actors in the array of enemies. int Function GetNumberOfActiveEnemies() int index = 0 int enemyAlive = 0 while( index < listOfActiveEnemies.length ) Actor enemy = listOfActiveEnemies[ index ] index += 1 if( enemy.isEnabled() ) enemyAlive += 1 endIf endWhile ;Debug.Notification( "Enemies: alive=" + enemyAlive ) return enemyAlive EndFunction ; Gets the next free index in the array of enemies. int Function GetNextFreeEnemyIndex() int count = 0 while( count < listOfActiveEnemies.length ) count +=1 lastWriteIndex += 1 if( lastWriteIndex >= listOfActiveEnemies.length ) lastWriteIndex = 0 endIf if( !listOfActiveEnemies[ lastWriteIndex ].isEnabled() ) return lastWriteIndex endIf endWhile return -1 EndFunction ; Creates a random level for the enemy to be created. ; 2% boss, 10% hard, 43% medium, 45% easy. ; Limited by arena level, to prevent too hard enemies at the beginning. int Function GetEnemyLevelToSpawn( int arenaLevel ) int bossLevel = 3 int hardLevel = 2 int mediumLevel = 1 int easyLevel = 0 int randomNumber = Utility.RandomInt( 0, 99 ) int spawnLevel = easyLevel if( randomNumber < 2 ) spawnLevel = bossLevel elseif ( randomNumber < 12 ) spawnLevel = hardLevel elseif ( randomNumber < 55 ) spawnLevel = mediumLevel else spawnLevel = easyLevel endIf if( spawnLevel >= arenaLevel ) spawnLevel = arenaLevel - 1 endIf if( spawnLevel < 0 ) spawnLevel = 0 endIf return spawnLevel EndFunction ; Deletes the arena enemies. Function DeleteEnemies() int index = 0 while( index < listOfActiveEnemies.length ) listOfActiveEnemies[ index ].Delete() index += 1 endWhile enemiesCreatedTotal = 0 EndFunction ; Kills the arena enemies. Function KillEnemies() int index = 0 while( index < listOfActiveEnemies.length ) listOfActiveEnemies[ index ].Kill() index += 1 endWhile EndFunction ; Notification of the current arena level. Function PrintArenaLevel( int level ) if( levelNotificationOn ) if( level <= 1 ) Debug.Notification( "Arena level " + level + ": Novice" ) elseIf( level == 2 ) Debug.Notification( "Arena level " + level + ": Apprentice" ) elseIf( level == 3 ) Debug.Notification( "Arena level " + level + ": Adept" ) elseIf( level == 4 ) Debug.Notification( "Arena level " + level + ": Expert" ) elseIf( level == 5 ) Debug.Notification( "Arena level " + level + ": Master" ) elseIf( level == 6 ) Debug.Notification( "Arena level " + level + ": Angle of Death" ) else Debug.Notification( "Arena level " + level + ": God of War" ) endIf endIf EndFunction
  7. Now what about only having to press it one time and then it automatically respawns an amount of actors every time one is killed so that you kill: kill 1 then spawn 2 kill those two then spawn 4 kill those four and spawn 5 kill those 5 and spawn 6 kill those 6 and spawn 7 kill those 7 and spawn 8 kill those 8 and spawn 9 kill those 9 and spawn 10 also i want them spawned at 6 different points in a patrol marker path and then after that it keeps spawning up to 10 npcs at one time but no more and no less. i want it to spawn random npcs on a list (this is really important so its not the same guy over and over again) SO BASICALLY i want it to spawn one actor and then respawn every time one is killed (refer to the above to see which amount spawns which) and have them be random and respawn FOREVER
  8. Ok I built an arena in the ck and i get to it via coc. However I want to make a randomized bandit spawner using a lever or button. Can someone give me a step by step process on creating a spawner, including the scripts?
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