myheartgone Posted October 10, 2007 Share Posted October 10, 2007 i love going around wrecking havok and i think it would be realy cool to make a mountable seige engine Link to comment Share on other sites More sharing options...
Sypron Posted October 10, 2007 Share Posted October 10, 2007 Its way to big to be usable. You couldn't move without hitting a tree. Plus it wouldn't do anything, just walk. You can't make it fire fireballs. Link to comment Share on other sites More sharing options...
LoginToDownload Posted October 10, 2007 Share Posted October 10, 2007 That depends on how you handle it. Look at Daedric Recon, for example. Wouldn't be hard for something like that to move. One could even do a ship where activating various parts controls it in various ways. Link to comment Share on other sites More sharing options...
Arcamean Posted June 16, 2009 Share Posted June 16, 2009 Ok, Id like to give this a bump for its general idea. Don't ask me why, I have this odd infatuation with Warcraft Online. Still, I got to thinking a moment ago when I saw a thread for a player owned fort. For starters, the first "Seige" vech could be something a little wider than a wagon, Im not sure how you would work the camera though as to maintain any acuracy youd need to have an "Archery" style First Person view. Heck, this could be something akin to equiping a very... very.. large bow, lol. Id do this myself, but by the time I got around to reading and practicing basic modding id probably be bored enough to forget about it, lol. Link to comment Share on other sites More sharing options...
TheCalliton Posted June 16, 2009 Share Posted June 16, 2009 a seige engine could just be a very armored person even! Link to comment Share on other sites More sharing options...
Ranokoa Posted June 16, 2009 Share Posted June 16, 2009 You can easily do this in my opinion. First off, make the fireball area the "mouth" and have it "cast" from the mouth, or hell, the hand. Look at Flying Mount by Saidon. Now, all you need to do is make a custom spell and have the scripting so when you cast, other fireballs are placed directly at the same time to shoot at the same time, if you want multiple fireballs, and to shoot at the direction the player is looking. Then, make the seige crawler A LOT smaller. About maybe 2 times the size or even 3 times the size of a horse, i dont mean take away, i mean redo the measurements. go to NifSkope, and do WHATEVER was done to make it so horses are mountable, put a little "seat" type thing there, and a fake little control pannel that the levers move up and down as soon as the thing starts walking, kind of connect is to the legs if you want. Change the speed for which the crawler actually crawls, and make it so that several legs move all at one time with the animation. The thing will not fire its fireballs at your command, it will act as a creature and only fire them when in combat, as well, you run the risk of the thing running away should it chase something, so you might want to put a script on it that if it gets too far away from you, stop all combat. This would take a great knowledge of nifskope, blender, scripting by far, especially spell scripting, and animation editing. BUT it can be done. I have no idea myself how to implement them, as i have minimal skills in scripting, none in spell scripting, dont even have an animation editor, and cant do 3d modeling for the life of me. BUT it can be done, if someone is willing to spend about 2 days on it. Link to comment Share on other sites More sharing options...
Slawter500 Posted June 16, 2009 Share Posted June 16, 2009 Im not sure, Because i looked up oblivion siege crawler in a CS text search, It came up with a large amount of references, so it might be more than 1 model, If it is one model, then a quick way to do it would be to set the scale alot smaller and put a line of the horse script which allows you to mount it but it could look very weird without new animations. And its waaaay beyond me. Link to comment Share on other sites More sharing options...
Ranokoa Posted June 16, 2009 Share Posted June 16, 2009 Its one mesh, and as i thought, its an activator. scn SeigeEngineEffectsSCRIPT short initialized float frate float fy float fstarty short Go float enddistance float magicTimer ;float stepTimer short activated short Ready short IntroBlast float IntroBlastTimer float fTrapDamage float fTrapPushBack float fTrapMinVelocity short bTrapContinuous begin OnLoad if initialized == 1 && go == 0 pms effectSiegeCrawler endif end begin onTrigger player ;Round per frame for 1 second. if magicTimer <= 0.5 cast TRAPSiegeMachineFireDamage player endif if magicTimer <= 0 set magicTimer to 4 endif ;3 Round Bursts of fire ;if Ready == 1 ;cast TRAPSiegeMachineFireDamage player ;elseif Ready == 2 ;cast TRAPSiegeMachineFireDamage player ;elseif Ready == 3 ;cast TRAPSiegeMachineFireDamage player ;else ;set magicTimer to 6 ;set Ready to 0 ;endif End Begin gameMode if initialized == 0 set IntroBlastTimer to 5.25 set frate to -15 set initialized to 1 set go to 1 set enddistance to GetPos Y - 10000 ;set stepTimer to 1.6 endif if IntroBlastTimer <= 5 && IntroBlast <= 9 If IntroBlast == 0 cast TRAPSiegeMachineFireDamage OblivionSiegeTarget01 cast TRAPSiegeMachineFireDamage OblivionSiegeTarget01b set IntroBlast to IntroBlast + 1 elseif IntroBlast == 1 && IntroBlastTimer <= 4.5 cast TRAPSiegeMachineFireDamage OblivionSiegeTarget02 cast TRAPSiegeMachineFireDamage OblivionSiegeTarget02b set IntroBlast to IntroBlast + 1 elseif IntroBlast == 2 && IntroBlastTimer <= 4 ;cast TRAPSiegeMachineFireDamage OblivionSiegeTarget03 ;cast TRAPSiegeMachineFireDamage OblivionSiegeTarget03b set IntroBlast to IntroBlast + 1 elseif IntroBlast == 3 && IntroBlastTimer <= 3.5 cast TRAPSiegeMachineFireDamage OblivionSiegeTarget04 cast TRAPSiegeMachineFireDamage OblivionSiegeTarget04b set IntroBlast to IntroBlast + 1 elseif IntroBlast == 4 && IntroBlastTimer <= 3 ;cast TRAPSiegeMachineFireDamage OblivionSiegeTarget05 ;cast TRAPSiegeMachineFireDamage OblivionSiegeTarget05b set IntroBlast to IntroBlast + 1 elseif IntroBlast == 5 && IntroBlastTimer <= 2.5 cast TRAPSiegeMachineFireDamage OblivionSiegeTarget06 cast TRAPSiegeMachineFireDamage OblivionSiegeTarget06b set IntroBlast to IntroBlast + 1 elseif IntroBlast == 6 && IntroBlastTimer <= 2 ;cast TRAPSiegeMachineFireDamage OblivionSiegeTarget07 ;cast TRAPSiegeMachineFireDamage OblivionSiegeTarget07b set IntroBlast to IntroBlast + 1 elseif IntroBlast == 7 && IntroBlastTimer <= 1.5 cast TRAPSiegeMachineFireDamage OblivionSiegeTarget08 cast TRAPSiegeMachineFireDamage OblivionSiegeTarget08b set IntroBlast to IntroBlast + 1 elseif IntroBlast == 8 && IntroBlastTimer <= 1 cast TRAPSiegeMachineFireDamage OblivionSiegeTarget09 cast TRAPSiegeMachineFireDamage OblivionSiegeTarget09b set IntroBlast to IntroBlast + 1 elseif IntroBlast == 9 && IntroBlastTimer <= 0.5 ;cast TRAPSiegeMachineFireDamage player set IntroBlast to IntroBlast + 1 endif endif ;Camera Shake on initial foot step of animation ;if player <= 1200 && stepTimer <=0 ;ths ;set stepTimer to 6.63 ;endif if activated == 0 ; set up the damage values set fTrapDamage to 15 set fTrapPushBack to 1000 set fTrapMinVelocity to 0 set bTrapContinuous to 0 set activated to 1 else trapUpdate endif if Go == 1 set fstarty to GetPos Y set fy to frate * GetSecondsPassed set fy to fstarty + fy SetPos Y fy if fy <= enddistance message "The Siege Crawler has reached the Great Gate." set Go to 0 playgroup Forward 1 pms effectSiegeCrawler endif endif if IntroBlastTimer > 0 set IntroBlastTimer to IntroBlastTimer - getSecondsPassed endif if magicTimer > 0 set magicTimer to magicTimer - getSecondsPassed endif ;if stepTimer > 0 ;set stepTimer to stepTimer - getSecondsPassed ;endif end It has this script, which im guessing controls both animation, timing, and targeting plus spell casting. SOOOO actually just using multiple parts of this script, turning it into a NPC, adding a metalic sound when hit, and keeping the sound on death would suffice. Again, all ya gatta do it what i said before, i THINK. As for the mesh itself,Activators--->OblivionJust search that, press Name, to get everything with a name rowed up alphabetically, and go down to S. Link to comment Share on other sites More sharing options...
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