astrozen Posted August 6, 2009 Share Posted August 6, 2009 The other day I was standing on top of one of the Sat Com arrays at sunset in the wasteland, the wind whistling, and it hit me:wouldn't it be fantastic to base jump off the top of the tower and just glide towards the horizon, landing softly on the ground? There could be the corpse of a dead, crazy inventor (a wasteland DaVinci, if you will) and beside him is the as-yet-untested glider.Perhaps it's equippable like a back-pack mod (as an armor mesh, perhaps?)...It would allow one to jump off of the SatCom dishes, cliffs and highway overpasses in the wasteland (though I know that downtown DC is a no-no b/c of all the collision problems)and glide to a soft landing. Think of jumping off an overpass to escape raiders and gliding away!!! It wouldn't have to work EVERYWHERE in the wastes. Just in a few, high-elevation areas that normally can be suicide-jumpable. Heck, just off the SATCOM towers would be a start! ...does anyone know if such a mod would be possible or relatively easy to implement? Sincerely,Astrozen(TOTAL modding n00b) Link to comment Share on other sites More sharing options...
astrozen Posted August 6, 2009 Author Share Posted August 6, 2009 Just looking through the mods again and thinking maybe it's possible to turn off Fall Damage for the player on equipping an item (i.e. the glider) and also changing gravity and movement speed? Maybe FOSE could do this? Sorry, this is my first mod idea and I have no modding experience whatsoever. Just wondering if it's worth investing the time and effort by seeing if it's even possible. Link to comment Share on other sites More sharing options...
BigKevSexyMan Posted August 6, 2009 Share Posted August 6, 2009 There's a command in Geck called resetFallDamageTimer. If you run that on the player, then you should be able to escape the impact death and keep you falling at a steady speed. The only issue is creating an animation for when you are gliding and knowing when to deploy it. Yes, I think it's very possible. Link to comment Share on other sites More sharing options...
astrozen Posted August 6, 2009 Author Share Posted August 6, 2009 Thanks, BigKev! I think I'm going to try to do this, at least a beta test with the parameters you're talking about. Link to comment Share on other sites More sharing options...
astrozen Posted August 6, 2009 Author Share Posted August 6, 2009 Also, I've been thinking to maybe start with a parachute. It wouldn't need to much of a change with regard to animations so I'll use it as a starting point. Link to comment Share on other sites More sharing options...
ElijahHouck Posted August 6, 2009 Share Posted August 6, 2009 That sounds like a great idea- even the parachute would be great for getting away from those pesky Raiders on the SatCom towers ;) . Link to comment Share on other sites More sharing options...
M4ttlock Posted August 7, 2009 Share Posted August 7, 2009 oooo hang gliding on some kind of DIY glider would rock! i can see it now gliding through the sky with all the sky/weather mods on and swooping overtop a raider camp and dropping some mines or grenades =D Link to comment Share on other sites More sharing options...
asdasdsuper Posted August 21, 2009 Share Posted August 21, 2009 Aha! I will work on a parachute animation on this! MAJOR RESSURECTION!! Link to comment Share on other sites More sharing options...
hardkopy Posted August 29, 2009 Share Posted August 29, 2009 Aha! I will work on a parachute animation on this! MAJOR RESSURECTION!! If you make the parachute or glider a persistant reference, you could then mount the object and use bullet time to glide. Here is a quick script to attach the player and release the player from any chosen reference. You could also make a dummy container to feed the objectitem to the player inv and disable on exit to retun to inventory. The script was compiled by me using code snippets from Iron386 and halo4life. I have documented it fully so it easy to follow what part does which. You are free to use it as you wish, as I am nearing completion of a more complex and efficient script for moving vehicles in FO3. scn YourScript ;This script will mount dismount and allow player to control any creature ;The creature must be placed in the world as a persistant reference short DoOnce float posz float posx float posy float anglez float anglezPlayer float poszPlayer begin OnActivate Set DoOnce to 1 DisablePlayerControls 1 0 0 0 0 0 0 ;Sets the actor's transparency SetActorAlpha ;this is used for hiding the ref so only the vehicle and player are seen (change number to suit) YourRef.SAA 0.5 YourREF.playgroup FastForward 1 end begin gamemode if(DoOnce>0) set posx to YourREF.getpos x set posy to YourREF.getpos y set anglez to YourREF.getangle z set anglezPlayer to player.getangle z set poszPlayer to YourREF.getpos z set posx to posx - (300 * (sin anglez)) set posy to posy - (300 * (cos anglez)) YourREF.setangle z anglezPlayer player.setpos x posx player.setpos y posy player.setpos z poszPlayer Endif ;Dismount x y z (15 = Rest) if iscontrolpressed 15 == 1 set DoOnce to 0 player.moveto yourRef 100, 0, 0 YourRef.playgroup idle 1 enableplayercontrols Endif end Link to comment Share on other sites More sharing options...
5ivexxxxx Posted August 29, 2009 Share Posted August 29, 2009 This sounds really cool. I know I'd like to glide off Tenpenny's balcony. I'm looking forward to it! Link to comment Share on other sites More sharing options...
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