hex_ratt Posted February 17, 2012 Share Posted February 17, 2012 (edited) For the skeptics here is youtube link: Edited September 30, 2012 by hex_ratt Link to comment Share on other sites More sharing options...
imperistan Posted February 17, 2012 Share Posted February 17, 2012 So toggling TCL and changing the walking animation to the swimming animation? Link to comment Share on other sites More sharing options...
LoginToDownload Posted February 17, 2012 Share Posted February 17, 2012 Wait a second, does the Oblivion method (place a platform right under the player and angle it about) no longer work? Link to comment Share on other sites More sharing options...
hex_ratt Posted February 17, 2012 Author Share Posted February 17, 2012 So toggling TCL and changing the walking animation to the swimming animation? Not exactly, scripted to fly when sprinting: Link to comment Share on other sites More sharing options...
jimhsu Posted February 17, 2012 Share Posted February 17, 2012 I guess it's a simple animation swap left then? Link to comment Share on other sites More sharing options...
porroone Posted February 17, 2012 Share Posted February 17, 2012 (edited) I kind of did something similar using a ring instead, when equipping it makes you fly and plays the fall iddle, I dont have any videos but here is the code if someone is interested. Scriptname __PlyFly extends ObjectReference import Actor Idle property JumpFall auto Armor property DuneFlyingRing auto Actor property player auto float bearing float elevation float speed float posx float posy float posz float move float dtime Event OnEquipped(actor player) RegisterForUpdate(0.01) player.PlayIdle(JumpFall) player.SetMotionType(Motion_Keyframed) endEvent Event OnUpdate() if player.IsRunning() UnregisterForUpdate() posx = player.GetPositionX() posy = player.GetPositionY() posz = player.GetPositionZ() Fly() else endIf endEvent function Fly() bearing = player.GetAngleZ() if player.GetAngleX() > 10 elevation = -50 elseif player.GetAngleX() < -10 elevation = 50 elseif player.GetAngleX() > -10 && player.GetAngleX() < 10 elevation = 0 endif speed = 10000 if bearing < 90 posx += (bearing)*100 posy += (90 - bearing)*100 elseif bearing > 90 && bearing < 180 posx +=(180 - bearing)*100 posy +=(90 - bearing)*100 elseif bearing > 180 && bearing < 270 posx += (180 - bearing)*100 posy += (bearing - 270)*100 elseif bearing > 270 posx += (bearing - 360)*100 posy += (bearing - 270)*100 endif posz = player.GetPositionZ() + (elevation * 100) player.PlayIdle(JumpFall) TranslateTo(posx,posy,posz,player.GetAngleX(),player.GetAngleY(),player.GetAngleZ(),speed,1) RegisterForSingleUpdate(0.01) endFunction Event OnUnequipped(Actor player) StopTranslation() UnregisterForUpdate() endEvent Its a bit glitchy, I dont advise using it lol, i made it mostly to check how script flight simulation worked. Edited February 17, 2012 by porroone Link to comment Share on other sites More sharing options...
Galacticat42 Posted February 18, 2012 Share Posted February 18, 2012 @porroone You don't mind if I use that code and mod it beyond recognition, right? Link to comment Share on other sites More sharing options...
porroone Posted February 18, 2012 Share Posted February 18, 2012 @Budz42 not at all, otherwise I would not had put it there ;D Link to comment Share on other sites More sharing options...
xyks Posted February 18, 2012 Share Posted February 18, 2012 Flight is finally happening!!!! I can't wait to see what people will do with that, thank you for sharing Link to comment Share on other sites More sharing options...
jimhsu Posted February 18, 2012 Share Posted February 18, 2012 Fall idle - now that is clever. Will also be taking that code apart ... :). Thanks. Link to comment Share on other sites More sharing options...
Recommended Posts