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TELEPORTATION


en4cer

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Is that even possible to do ?

 

It would greatly help the Mage to get rid off those pesky critters that for some strange reason always target your spell caster ignoring your tanks and teleport not too far away of course but enough to leave the hot zone and resume spell casting.

 

Can someone have a crack it at please . Thanks very much :)

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AHHHHHHHhahahahaha THIS from the guy who chewed on somebody for not fighting their way through the mobs! :laugh: :laugh: I'm just teasing you bro. That one just begged for it. :wink:

 

All said tho, I can see another practical purpose for this, as it could help folks try to get thru these invisible obstacles that some mods create.

 

Back in the old days.... we'd just make a move to target script with collision checks included (dont wanna get stuck in the floor or wall...) and maybe tell it to play an FX at both points so it doesnt look like you just "blink". And then drop it in. Not really sure how something like that would be handled with this game tho.

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HAHA im glad you follow my posts bro :P but your not alone You and Veteran gamer's posts and comments never get ignored by me in fact i scan forums everyday just to see what you two said lol.

 

Yeah i did say that but really as a joke not so much as to be rude or anything (altho it did come out that way ).

 

Still getting back to the original subject ........teleport would be rather handy wouldnt you agree ?

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LOL yeah, I remember that one :wink:

Wow, if you tell Vet that, he's gonna blush! Do it! DO it! hahaha

Thats very flattering tho man, thanks!

 

Eh, yeah. Sometimes text makes it hard to tell what a person really means.

 

it could definitely be handy. Could totally change a person's gameplay too. I mean, drop a fireball on a guy right in front of you, and 'port out from the blast zone? hell yeah!

Or... oh gee, enemy mage keeps effin up my day. I'll just port over to where something blocks his shots at me :biggrin:

or when I'm leading ser cauthrien away from all her damned archers. Ohhhhhh yeah....

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that would be so very time saving - the teleport to selected target

 

i have a save for just about every area transition to make sure changes are seen in "undiscovered map"

 

sometimes ,you gotta run a good 5 minutes and kill everything along the way - just to see if an npc has the right position/loadout/level caps/whatever/ on the other side of a map

a mini wand or talent with this would be....i would wet myself

 

even in lothering, the smallest combat included area of the game...i have to talk to the bandits, run across town just to make sure additional npcs or whatever are behaving and spawning properly

1 or 2 times is fine, whats an extra 5 minutes....

 

but....

 

for someone who tests it 50 times...yeah

i mean its not essential, but sometimes you can click on 2 or 3 "intractable" objects and cover a few hundred yards, i will bear the children of anyone who delivers this :p

 

crosses fingers

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Errr yes i really had in mind a short distance teleport so you can escape the enemies to a safer distance and resume the spell casting but umm what you got in mind VG is way beyond what i was hoping for .....still nice idea , wouldnt mind that either hehehe
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Well, yeah, a targeted teleport was what I had in mind as well. A random 'port is actually more difficult to script, and definitely more prone to bugs. As you Could accidentally end up someplace where your character gets stuck.

 

Wow... its been so long since I had to try to put something together like this in C#.....

Back then it woulda been something like.... On skill activation, run script. Verify that the character has the requirements to be able to use the skill/ability, (yes, there should always be requirements, even if no actual skills are involved...just to keep random NPC's from causing errors), after passing the check, access your targeting and display the curser for your player....

get targeted location, play an fx at player's feet.... play fx at target location, move pc to target... start cooldown.....

 

now granted, it would take a seriously talented/knowledgable scripter to make this work for one of the party members on autopilot, as it would need to pretty much have a targetting AI made up for them. But set in some restrictions that it couldnt be added to a tactics slot, and had to be done manually while controlled by the player, and it shouldnt have any bugs if written correctly.

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Ahh the hell with other party members just let your main dude have it and leave it simple as ...........i reckon,once you start editing tactics and AI's and all that it becomes another project .....neh just keep it simple i say .
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