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Fly Me To The Moon


JonDark

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We'd also have to check they're in Tamriel. There's no moon in Paradise.

 

Also, I can just use huge rocks retextured with a Masser texture to simulate the moon. Then just use Secunda in the sky. It's got some pluses: I can make things like valleys, cliffs, and craters to add to the decor.

 

 

I wonder if it's possible to remove fall damage while on the moon. Could just add a script to max out their acrobatics.

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We'd also have to check they're in Tamriel. There's no moon in Paradise.

 

Also, I can just use huge rocks retextured with a Masser texture to simulate the moon. Then just use Secunda in the sky. It's got some pluses: I can make things like valleys, cliffs, and craters to add to the decor.

 

 

I wonder if it's possible to remove fall damage while on the moon. Could just add a script to max out their acrobatics.

 

 

 

Sounds like you got your idea well in hand. I can't wait to see it.

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Sorry I've been out of it for a short while. I had to go to New York for a few days but I'm back now thanks to everyone for reading this string and by the way I'm looking for a good tutorial on how to make this tool kit work. Most of the ones I have found seem to assume one already knows how to do some programing type stuff and I'm completely illiterate when it comes to that sort of thing. Any help would be appreciated.
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Okay, I managed to clear out some of the other projects in the way. I might be able to start work on it some time this month. Maybe the next.

 

Meantime, I found this. It's a function that turns the player into a ragdoll and can throw them in any direction. We can place an xmarker that faces upwards under the player and force it to blow the player upwards at some enormous magnitude. No problems with collision ceilings either, because it only turns the player into a ragdoll.

 

I'm not sure yet if there's a check for if the player is in the Tamriel worldspace, but I'm certain there is one, or at least some clever workaround.

 

ther than that, I don't think I can see any problems with PushActorAway, aside from getting them to warp to the moon at a certain altitude. Could include a gamemode check in the spell for the player's zpos and a spell variable to make sure they've cast the spell and aren't just tcl joyriding.

 

Edit: Even better. Just found this. No xmarker necessary.

"Using the same reference for pusher and pushed will have send the actor straight up into the air if force is positive, and will crumple the actor to the ground if force is negative. Using only pushed reference will have the same result."

 

Player.pushactoraway player 999999 anyone? I really want to try this out ingame, it sounds like fun.

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So, I just tried using that command, and while it is fun, there is one large drawback. They character shoots skywards, but the camera remains rooted to the ground. Also, the height seems to cap somewhere in the 100,000 range or so, giving about a three or four second trip.
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Okay, did a bit more testing it again. Once it hits the object (or character) into the air, consecutive calls are ignored, and cannot do anything until the object (or character) lands again. Camera stays where it is still, looking straight ahead and at ground level.
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Blast. Guess we're going with the setpos z thing then.

 

I also noticed it has an adverse effect on the skeleton after you set the blast magnitude to larger numbers. As in, your fingers and neck fly off and don't come back until you hit the ground again. As well as fall speeds being ridiculously fast.

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