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mountable seige engine


myheartgone

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  • 1 year later...

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.

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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.

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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.
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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

--->Oblivion

Just search that, press Name, to get everything with a name rowed up alphabetically, and go down to S.

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