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Kill command?


NanakoMagojiro

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Dragons can not be killed in mid-air, even if you do a kill-shot while its flying, it will still have to land or crash before death actually happens. I qam not sure if there's any hard coding involved, but my attempts to reverse engineer that system have come up pretty slim.
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  On 3/14/2012 at 10:56 PM, scrivener07 said:

Does this do anything for ya? What I did was ask if the target is a dragon and if so ask it to land and die. I havent tested it at all. I attached it to VoiceDragonrendEffect in my case.

 

Scriptname KillDragonScript extends activemagiceffect  

Event OnEffectStart(actor Target, actor Caster)
   if (Target.HasKeyWord(ActorTypeDragon))
      Target.SetAllowFlying(false)
      Target.Kill(Caster) ; not sure if this needs an argument? try target.Kill() too..
   endif
EndEvent

Keyword Property ActorTypeDragon  Auto  

 

tried that. it makes it land "soon" rather than "whenever it feels like" but otherwise the outcome is the same.

 

Is there any way to bypass the kill functions and just set something as dead? maybe to tell an actor to just be a ragdoll and stop doing stuff

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i'm hunting through ai packages, combat styles, movement types, scripts. anything that might be related to dragon death behaviour. so far turning up nothing

 

Would it maybe be possible to gether some information from a dragon as it's dying? like it's current ai package, whether the game considers it dead or not, what scripts it's running, etc?

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Scriptname KillDragonScript extends activemagiceffect  

Event OnEffectStart(actor Target, actor Caster)
   if (Target.HasKeyWord(ActorTypeDragon))
      Target.SetAllowFlying(false) ;park it
      Target.ModActorValue("health", -10000000000) ;hurt it a lot
      Target.Kill(Caster) ; kill it
   endif
EndEvent

Keyword Property ActorTypeDragon  Auto  

another try

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  On 3/14/2012 at 11:42 PM, scrivener07 said:

Scriptname KillDragonScript extends activemagiceffect  

Event OnEffectStart(actor Target, actor Caster)
   if (Target.HasKeyWord(ActorTypeDragon))
      Target.SetAllowFlying(false) ;park it
      Target.ModActorValue("health", -10000000000) ;hurt it a lot
      Target.Kill(Caster) ; kill it
   endif
EndEvent

Keyword Property ActorTypeDragon  Auto  

another try

 

I've been trying more or less this already too (i put 99999 damage on the shout).

It causes the dragon to pretty reliably circle around at high speed, do a crash landing, and then die AFTER that animation finishes (playing it's normal death animation first too, which looks kind of silly).

 

Maybe your code is doing something else besides that, it won't actually compile so i'm not sure. but other than the additon of the keywords i don't see anything there i'm not already doing.

 

Certainly a crash-kill is a great improvement and it's probably what i'll use if i can't get it working perfectly, but the ideal would be to make the dragon just die, go ragdoll in the air, and fall where it may. And also to be able to trigger scripted crash landings without having to damage it. I'm quite sure that figuring out either of these would help greatly with the other.

 

Even those goal aside, half the purpose of this is about learning. It annoys me that nobody seems to quite know how the dragons work. I want to at least figure out where all these seemingly scripted behaviours come from, and whether or not they can be modified.

Edited by NanakoMagojiro
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  On 3/14/2012 at 10:59 PM, Sunnie said:

Dragons can not be killed in mid-air, even if you do a kill-shot while its flying, it will still have to land or crash before death actually happens. I qam not sure if there's any hard coding involved, but my attempts to reverse engineer that system have come up pretty slim.

 

Your efforts are appreciated ^^

Is there anything you can think of that maybe you didn't get around to trying, or looking into?

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