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How to make a dragon fly?


hardarg

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Hello,

I've been working on a simple scene, when a player walks in on an area trigger, an NPC high dragon (non-hostile) from a distance would fly away.

 

I haven't had much luck making the dragon move with assigning waypoints for them to go to, or with scripts. :(

I was thinking of making a cutscene of it instead, but its a time consuming process.

 

How would I go about making the dragon fly to another location?

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Thanks for the heads up Tinimaus, lol the names of the animations are totally confusing for me, and its mostly what takes up most of my time trying to test it out xD. Is there some kind of online reference for the animations? The one in the wiki, seems to be only limited to Humans.

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well first you have to introduce a boy dragon fly to a girl dragon fly, then if they fall in love they ... well ask the bees they have most of the details. LOL sorry couldn't resist.

 

LMAO...I thought that same exact thing when I first read that topic. :P

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Just a quick question,

I've set up an area trigger which plays a cutscene and then transfers the player near the location of the dragon.

 

So far so good, UT_PCJumpOrAreaTransition seems to do the work just fine, but it only affects the player character and the party would have to travel quite a bit to get near the player.

 

How would I be able to transfer the whole party?

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I use this script to jump my party from one location to another within the same area. Instead of using it as a void main(), you could try putting in a case. Of course you would need your own coordinates....and I'm not entirely certain if it would work for a cutscene....maybe make it you're ending script?

#include "wrappers_h"
#include "utility_h"

void main()
{
    object oPC = GetMainControlled();
    object oArea = GetArea(oPC);

    location vHero = Location(GetArea(oPC), Vector(-84.0203,12.2616,0.000986939), -179.4);
    command cJump = CommandJumpToLocation(vHero);
    object[] aParty = GetPartyList();
    int n;
    int nPartySize = GetArraySize(aParty);
    for (n = 0; n < nPartySize; n++)
    {
        WR_AddCommand(aParty[n], cJump, TRUE, FALSE, COMMAND_ADDBEHAVIOR_DONTCLEAR);
    }
}
Edited by LadyHonor
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