Skyes666 Posted February 26, 2012 Share Posted February 26, 2012 What for? the script should be more than enough, just make a passive actor with a custom dragon race, that doesnt flies or anything like that, if you want I could upload the skeleton.nif with the saddlebone. Sure.. I suppose that would be okay. PS: Please upload it :) Link to comment Share on other sites More sharing options...
porroone Posted February 26, 2012 Share Posted February 26, 2012 here https://rapidshare.com/files/1151864672/skeleton2.rar Link to comment Share on other sites More sharing options...
Skyes666 Posted February 26, 2012 Share Posted February 26, 2012 here https://rapidshare.com/files/1151864672/skeleton2.rar Thanks mate! Link to comment Share on other sites More sharing options...
Skyes666 Posted February 26, 2012 Share Posted February 26, 2012 Its not like he's showing any proof of that, maybe he is just showing off, I actually got something on the riding dragon process, found out something peculiar. In my early attemps of trying to make the dragonmount I found out how to make it rideable, adding a saddlebone to the skeleton with nifskope. Well thing is there is a function called SplineTranslateToRefNode, turns out with this function I can create my own riding system without having to set the dragon as ActorHorse, so on Activate I tell the player to play the ride horse animation and Translate to the SaddleBone of the dragon, it actually works, you fly with the dragon, but its a bit jumpy, here is the code, maybe somebody could tell me why. CODE So basically what im doing here is use my flight code to move the dragon around while at the same time I tell the player to translate to the SaddleBone of the dragon, but its very jumpy, I think it doesnt handle 2 translate at once properly, so my idea is to play them at the same time, I just dont know how. Hmm everytime I put it into the CK it crashes. Edit: what do I put into the "Extends" window? Edit: Nevermind Link to comment Share on other sites More sharing options...
Keldis Posted February 26, 2012 Share Posted February 26, 2012 (edited) if we only could lift limitations from behavior files. Edited February 26, 2012 by DarkenDe Link to comment Share on other sites More sharing options...
Skyes666 Posted February 26, 2012 Share Posted February 26, 2012 This is me failing at flying. http://www.youtube.com/watch?v=siOF2mT2fuU Link to comment Share on other sites More sharing options...
porroone Posted February 27, 2012 Share Posted February 27, 2012 Yea that reflects what my code basically does, it was a good idea and maybe there is even a way to do it, but its enough for today. Link to comment Share on other sites More sharing options...
Skyes666 Posted February 27, 2012 Share Posted February 27, 2012 Yea that reflects what my code basically does, it was a good idea and maybe there is even a way to do it, but its enough for today. I think it's freaking hard to make a dragon mount because Bethesda is probably creating one. Looking at the Game Jam we can clearly see that they have created a working one. Why would they allow us to make one if they can make it into a DLC? Link to comment Share on other sites More sharing options...
porroone Posted February 27, 2012 Share Posted February 27, 2012 Well I actually got it working, now I just need to figure out a way to play animations without the animations taking over my movement, I think i need a custom animation or I dont know there has to be a way to do this, I refuse to belive it cant be done. Link to comment Share on other sites More sharing options...
jimhsu Posted February 27, 2012 Share Posted February 27, 2012 (edited) Actually their demo hasn't established that they actually have complete player control (for all we know, it could be a pre-scripted anim). It's possible... Edited February 27, 2012 by jimhsu Link to comment Share on other sites More sharing options...
Recommended Posts