shadowace Posted July 9, 2008 Share Posted July 9, 2008 I'm complicated, err yeah mate! Link to comment Share on other sites More sharing options...
tyreil829 Posted July 9, 2008 Share Posted July 9, 2008 haha Jack Sparrow Link to comment Share on other sites More sharing options...
shadowace Posted July 9, 2008 Share Posted July 9, 2008 Erm, yeah! Link to comment Share on other sites More sharing options...
QQuix Posted July 9, 2008 Share Posted July 9, 2008 This would make the airship pretty static, which isn't a good trait for something you'd like to use for traveling. I hope that I'm wrong though, maybe LoginToDownload knows more. EDIT> MMMkay, I was wrong, there is (probably) a way to move statics but realy moving and especialy steering the airship will require a helluva script and a strong machine. link link in case you're interested. From a few tests I made recently, moving static objects is easily done with script. It would be easy to make the ship float around the city. Much easier than the patrolling dragons suggested earlier, as static objects are not affected by gravity (they just stay there where you put it).But with a lot of restrictions, like,: - No collision … like, if there is something on its path, the ship will go right thru it- When you move a static object, somehow it loses its ‘solidness’ … any NPC on board will fall to the ground All of this subject to further tests, depending on the final objective. Link to comment Share on other sites More sharing options...
Triforce1 Posted July 10, 2008 Author Share Posted July 10, 2008 QQuix, I think I can help you there. Are you familiar with Jason1's Pilotable Ship? Well, from what I could tell in trying to make a flying ship myself (first scripting work; failed spectacularly), that script makes the ship retain its collision (or at least seem to) and have the player "float" on the deck in relation to the ship. if you could simply tweak that script to use the same flight plane type thing as your flight script, we'd be good to go. How are we mixing it into the Vanilla MQ? We aren't. Simple as that. It is easiest to make a mod (at least of this scale) with few to no references to already existing quests. unless of course that is the main purpose of said mod. Which here, it isn't. Besides, it is better for lore's sake that Vanilla Oblivion is "oblivious" (... :glare: ) to this city in the sky. The city will be totally self-sufficient. Naminea, when you said interiors, did you actually make some new ones? I apologize for being so confused, but when I opened the CS I couldn't find any interiors separate from what I had already made. Just some new NPCs. Which, I might add, all attacked me on sight when I tested them. That was a bit of a shock. Trying to test my steel, are you? Link to comment Share on other sites More sharing options...
dra6o0n Posted July 10, 2008 Share Posted July 10, 2008 Humans rarely look up... LOL if you think about it... its kind of true. So if you add that in context with oblivion:- Oblivion is oblivious to looking up. EDIT: I'm not sure about thievery, but something to the lines of muggers, etc. should be in the city at night... Although this city is 100% to good and not a lot of people come to just mug. Maybe a crime syndicate operating in the city? They are well hidden and blend in with the crowds... A history of how these criminals got in is that they scour the land for rumor leading to riches, but mainly got hooked onto a city in the sky... Well another option is making those criminals into sky pirates... EDIT2: Is it possible to have sky pirates invading the town docks on certain days? They would outnumber the guards in that cell and any players entering that area have to fight them. Link to comment Share on other sites More sharing options...
Triforce1 Posted July 10, 2008 Author Share Posted July 10, 2008 Look, I love your enthusiasm, but these flying ships will NOT be part of the original mod. They will be an expansion pack of sorts. Besides, the actual pilotable part will probably take awhile. And with all of those ideas, that mod could be just as huge as this one. So, try not to get ahead of the progress around here. While I think you just hit upon our next major mod, let us leave it for now, hmm? Oh, I mean, savvy? Link to comment Share on other sites More sharing options...
rickythecat Posted July 10, 2008 Share Posted July 10, 2008 Naminea, when you said interiors, did you actually make some new ones? I apologize for being so confused, but when I opened the CS I couldn't find any interiors separate from what I had already made. Just some new NPCs. Which, I might add, all attacked me on sight when I tested them. That was a bit of a shock. Trying to test my steel, are you? My word... An assassination attempt! Against the Leader himself! I'm shocked! I really am! I suppose I should have seen this coming... especially after all of that unfortunate "murder plot" business. Wel, it would be a waste of precious resources to have your Mandate terminated just yet, seeing as how we're on a tight schedule... As a matter of fact, I might be able to pull some strings to have you transferred to Administrative and Termination Resources! It seems like they're always short on staff... But I digress. Your interrogation has been scheduled for... let's see... Next workcycle, 17:75, in Surgery/Break Lounge 552/A. See you there! Oh, and on topic...Rikhart Olav: Paranoid Nord dungeon warden. Convinced that everyone is a criminal of some sort, and tha even the pettiest offence is part of some enormous conspiracy against him or the Dragon Master. Has questionable interrogation tactics. Link to comment Share on other sites More sharing options...
Naminea Posted July 10, 2008 Share Posted July 10, 2008 QQuix, I think I can help you there. Are you familiar with Jason1's Pilotable Ship? Well, from what I could tell in trying to make a flying ship myself (first scripting work; failed spectacularly), that script makes the ship retain its collision (or at least seem to) and have the player "float" on the deck in relation to the ship. if you could simply tweak that script to use the same flight plane type thing as your flight script, we'd be good to go. How are we mixing it into the Vanilla MQ? We aren't. Simple as that. It is easiest to make a mod (at least of this scale) with few to no references to already existing quests. unless of course that is the main purpose of said mod. Which here, it isn't. Besides, it is better for lore's sake that Vanilla Oblivion is "oblivious" (... :glare: ) to this city in the sky. The city will be totally self-sufficient. Naminea, when you said interiors, did you actually make some new ones? I apologize for being so confused, but when I opened the CS I couldn't find any interiors separate from what I had already made. Just some new NPCs. Which, I might add, all attacked me on sight when I tested them. That was a bit of a shock. Trying to test my steel, are you? I read the read me, you said to bring the place to live... lol. in all honesty i didnt know what you wanted, more interiors or just more stuff in them..? Pretty confusing from my PoV Link to comment Share on other sites More sharing options...
QQuix Posted July 10, 2008 Share Posted July 10, 2008 QQuix, I think I can help you there. Are you familiar with Jason1's Pilotable Ship? Well, from what I could tell in trying to make a flying ship myself (first scripting work; failed spectacularly), that script makes the ship retain its collision (or at least seem to) and have the player "float" on the deck in relation to the ship. if you could simply tweak that script to use the same flight plane type thing as your flight script, we'd be good to go.I downloaded the Pilotable Ship and took a quick look in the script. It uses an object that tries to detect collision without much success (as the readme says). I tried something similar last week, trying to add collision to NPCs flying dragons without much success either. I will look at it further down the road. There is a way to make the ship fully maneuverable by the player, right and left, back and forth, up and down and with full collision: make it as a creature (instead of static) and make it ridable (I suppose you will need some animations for ‘mounting’ and ‘dismounting’ – maybe grabbing / releasing the wheel). Then we use the same solution used for the player riding/flying dragons, which is turning out pretty good. There are some other ways, but nothing as good as a ridable creature. Link to comment Share on other sites More sharing options...
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