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[wip] Aeros - City In The Sky


Rasta_Zergling

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Right, I just started working on this mod this afternoon. The mod will add a new city named Aeros, as well as possibly a new faction and new quests. The City is located on the imperial city waterfront (just outside the City Isle region). There will be an NPC on the shore who will offer to transport you up to the city.

 

I had originally tried to make this mod for Morrowind, but I wasn't very good with the editor back then. I think I've improved enough to make it now though.

 

Anyways, here are a few screenies of the bit I have done.

(note: these are from the editor. I haven't gotten any in-game pics yet)

 

A closeup of one of the 6 thrusters that keep the city airborne. (Yes, those are the towers from Anvil)

http://img160.imageshack.us/img160/4959/thruster2lr.jpg

 

Here you can see most of the thrusters. Clearly the people who built it didn't care much for the environment.

http://img108.imageshack.us/img108/9185/thrusters0oy.jpg

 

Now I've put in the platforms that connect the thrusters, and for the base of the city. I might make these bigger in the future, so that I have more building space

 

This is the platform from the front

http://img160.imageshack.us/img160/3313/platformfront6wo.jpg

 

And this the one in back

http://img108.imageshack.us/img108/4973/platformback6zt.jpg

 

I'll keep you guys posted about the mod's progress

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Right, well I'm really bad at coding, so if someone could please help me.

 

Here are the 4 different pieces of code that were used in the boat mod

 

ScriptName aaRowBoatScript

 

Begin OnActivate

if (BoatSkiffDeployed == 0)

Set BoatSkiffDeployed to 1

Set BoatSkiffMove to 99

MessageBox "Ready to row. Press the run key to activate the command menu while on the boat."

else

Set BoatSkiffMove to 1

MessageBox "Ready to row. Press the run key to activate the command menu while on the boat."

endif

End

 

ScriptName aaBoatScript

 

Begin OnActivate

if (BoatMove == 0)

if (BoatSkiffDeployed > 0 && BoatSkiffMove > 0)

Set BoatSkiffDeployed to 0

Set BoatSkiffMove to 0

endif

Set BoatMove to 99

MessageBox "Ready to set sail. Press the run key to activate the command menu when at the helm."

endif

End

 

ScriptName aaMastScript

 

float ExitAngle

float FixAngle

float r

float r2

float d

float d2

float x

float y

 

Begin OnActivate

 

if (BoatMove != 1)

if (BoatCrowsNest == 0)

Set BoatCrowsNest to 1

;Adjust for model alignment

Set FixAngle to BoatAngle + 90

if (FixAngle < 0)

Set FixAngle to FixAngle + 360

elseif (FixAngle >= 360)

Set FixAngle to FixAngle - 360

endif

 

;Get degrees by quadrant

if (FixAngle < 90)

Set d to FixAngle

elseif (FixAngle < 180)

Set d to FixAngle - 90

elseif (FixAngle < 270)

Set d to FixAngle - 180

else

Set d to FixAngle - 270

endif

 

;Get reverse in order to use sine for both offsets, improving accuracy

Set d2 to 90 - d

 

;Calculate radians

Set r to (d * 3.14159265) / 180

Set r2 to (d2 * 3.14159265) / 180

 

;Calculate offsets with Taylor series expansion of sine

Set x to r - ((r * r * r) / 6) + ((r * r * r * r * r) / 120) - ((r * r * r * r * r * r * r) / 5040)

Set y to r2 - ((r2 * r2 * r2) / 6) + ((r2 * r2 * r2 * r2 * r2) / 120) - ((r2 * r2 * r2 * r2 * r2 * r2 * r2) / 5040)

 

;Multiply offsets to get new position

if (FixAngle < 90)

Set PlayerX to BoatX - (y * 90)

Set PlayerY to BoatY + (x * 90)

elseif (FixAngle < 180)

Set PlayerX to BoatX + (x * 90)

Set PlayerY to BoatY + (y * 90)

elseif (FixAngle < 270)

Set PlayerX to BoatX + (y * 90)

Set PlayerY to BoatY - (x * 90)

else

Set PlayerX to BoatX - (x * 90)

Set PlayerY to BoatY - (y * 90)

endif

 

;Move to offsets

player.SetPos x, PlayerX

player.SetPos y, PlayerY

Set PlayerZ to 1605.15

player.SetPos z, PlayerZ

player.ResetFallDamageTimer

Set ExitAngle to BoatAngle

player.SetAngle z, ExitAngle

else

Set BoatCrowsNest to 0

Set PlayerX to BoatX

Set PlayerY to BoatY

 

;Move to offsets

player.SetPos x, PlayerX

player.SetPos y, PlayerY

Set PlayerZ to 164.29

player.SetPos z, PlayerZ

player.ResetFallDamageTimer

Set ExitAngle to BoatAngle

player.SetAngle z, ExitAngle

endif

endif

 

end

 

scriptname aaAntiGravScript

 

Begin OnActivate

return

End

 

I have no Idea what to use, all I know is that the first one was used for a rowboat, the second and thirsd were used for the actual ship, and the fourth doesnt seem to show up anywhere.

 

I'm going to try and get in contact with the guy who made the mod, but if there are any good coders here, help would be appreciated

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