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Cliff racer


TheLastIstari

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Beyond legal stuff... Cliff racer... Oh no, not this plague again :)

 

Most monster knows better than attacking a high level player, but not the CR, it does so just to bore you, it's evil to the the core, hehe.

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it would not be possiable with the imp skeleton,

 

if i had to do it i would make them a static object and then animate how they fly; time devastating yes, but it would still take less time than making a whole new skeleton..

well that IS what i meant. I just don't know the proper terms for it is all.

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You cannot download Morrowind in Oblivion. And you cannot use the meshes, textures or anything else directly. If you want something from Morrowind, you must remake it completely using the Oblivion CS. And you had better be prepared to show it is your work and not a rip from Morrowind.

 

Bethesda has made it very clear that taking things from Morrowind, or any other Bethesda game and placing them into any other Bethesda game is against their rules and will be treated as copyright infringement.

 

Copyright infringement is one of the things that rates an instant ban on Tesnexus.

 

Don't start a whine thread over this because we have already heard it many times. Accept it and deal with it.

 

Bben46, Moderator

Ah If You HAve All The Expanshions YOU CAN HEAR IS THE LINK FOR THE WEBSITE:

 

Post another link to morroblivion and it will be the last post you make on this site/forum.

 

BUT I WARN YOU IF YOU DO NOT READ THE FRONT PAGE AND DOWNLOAD PAGE YOU CAN NOT USE IT!!!!!!!

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Evil to the core? Sure is, god how I hated those damn birds. Did you know? They even inhabited the stratosphere! Even my 400 levitation potions didn't help much when trying to escape their all-encompassing grasp!

 

A comeback? Right into my arms baby!

 

Lol, anyway, I remember that... sorry forgot the name.. UK something.. fella. Was trying to create a pterodactyl of some sorts. I'm not certain about how far he has gotten, but I'm fairly certain that most of what he made could be used for those little buggers. Perhaps someone could ask him.

 

Oh another thing. Creating a custom skeleton isn't so hard, it isn't hard at all. It's creating of all of those darn animations, that's what's so darn time consuming. You have to animate walking, attacking, casting, while normal and running and sneaking and taking a dump and scratching your crotch.. err got carried away.

 

And one last note. Imp's aren't really flying per say. They're just - for the lack of a better term - howering. Let me put it this way. The [0,0,0] of an imp is touching the ground, the mesh itself however isn't - however the mesh's merely the visuals, the whole imp as a creature in all of its complexity IS standing on the ground. Now to make things really fly you have to do all sorts of crazy and complicated stuff. Usually involving invisible activators, scripts, new AI scripting and complex pathing calculations. There's also this really big problem with stuff like trees, rocks and the ground getting in the way.

 

Fun for the whole family.

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Some sort of a flight script?

 

Let me put it this way. None of the publicly released scripts were made with the AI in mind. You'd just get the AI stuck in an epileptic seizure if you ever tried to raise him of the ground with the normal approach.

:rolleyes:

that would be the point of my statement "figure out how"

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Some sort of a flight script?

 

Let me put it this way. None of the publicly released scripts were made with the AI in mind. You'd just get the AI stuck in an epileptic seizure if you ever tried to raise him of the ground with the normal approach.

:rolleyes:

that would be the point of my statement "figure out how"

 

A script could be done for a specific refernce that constantly repositions an invisible collision object just underneath the reference to simulate hovering.

 

The issue really comes into the detection of the tress, ground, etc. like stated before. So....

 

I could make truly flying imps, but I can't easily keep them from going thru the trees or ground. Also, there is no way to determine if the "creature" would want to go up or down. Morrowind was different because it didn't have the Havok physics.

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I think a simple solution to detecting obstacles would be...

 

Well, I've seen a video by QQuix, it showcased testing the line of sight functions. It's quite obvious from the video, that LOS is blocked only by the collision boxes of statics - and also goes about 4 feet underground.

 

So, I think that if you tested LOS some distance in front and bellow of the invisible activator, then you could come up with a pathing script.

 

And deciding the height... well, I think that the AI should have three modes - idle, long range and mele. You could check three areas bellow the activator - low, mid and high. Idle creatures would keep between mid and high and wander randomly. Long range creatures should keep at mid and mele creatures could try to get to low to avoid hitting the ground and then dart for the enemy ignoring attitude - to avoid the creatures being stuck above the enemy. I think that a reasonable script which could smooth out the movements could be made as well. Perhaps you could also add a check for diagonally front-bellow to ease the calculations. It could also be used to script up a sweeping attack - useful for annoying hit'n'run tactics. Sorry, for ranting, I gave this too much thought in the past because that's what I want to use for the "mounts" in "my" DC mod. (Oh the drama!)

 

I'll give this even more thought though. But I'm not promising to come up with practical solutions. Have enough troubles trying to get my HUD altering script to work =\.

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