maje90 Posted July 3, 2012 Share Posted July 3, 2012 hi all! i reminded Tao Pai Pai from Dragonball series, in particular his way to travel (thanks Akira Toriyama for his hilarity :biggrin: ) here a screen:http://www.tecnolack.com/wp-content/uploads/2010/05/Tao-pai-pai.pngand a video:http://www.youtube.com/watch?v=R1i2_RpkvsQ the best would be if someone actually do a fully mod working excatly like this, but it would be hard probably.... the easier way should be a mod like this:making a script that, when a specific type of arrow is shoot, after the shoot, the player gains the same speed and direction (momentum, vector, ecc) of the arrow, and just after the arrow come back in the inventory...if shoot slow the player will do a small jump, if at max charge, it will be a Tao Pai Pai ish travel.... :dance: its similiar to teleport arrows mod in the end, but i think it should be more funny, and maybe less problematic i'm totally noob in CK :sad: , but i think it shouldnt be too hard to make this mod...maybe the fast movement would overload the game engine with objects to load, or maybe in the game the player cant gain that speed (mybe istant death? i dont know) .... maybe it should be tested and fixed a little :sweat: :thumbsup: Link to comment Share on other sites More sharing options...
maje90 Posted July 4, 2012 Author Share Posted July 4, 2012 (edited) :whistling: oh, and for the falling, to preventing death, the player would just shoot again the arrow at slowest speed/strenght while near to the ground, se he will almost stop the falling.... ( EDIT: this, IF the game phisic engine is incomplete.... if it is complete, to stop the fall the player, would shoot the arrow at the opposite direction with the same strenght of the start...i dont know here too... i've never shoot arrows while very fast moving to see how arrow's trajectory behaves... but still all of this is no use for now...) there are someone enough good in scripting to do this mod? i'm no good :sad: Edited July 4, 2012 by maje90 Link to comment Share on other sites More sharing options...
J3X Posted July 4, 2012 Share Posted July 4, 2012 One can detect if the player fires his bow with OnPlayerBowShot . It does not give the reference to the arrow. One might be able to solve it by placing an invisible trigger zone in front of the player. When one have found the arrow reference should it only be a question of calling TranslateToRef on it repeatedly. This might cause you to clip through stuff. Link to comment Share on other sites More sharing options...
maje90 Posted July 4, 2012 Author Share Posted July 4, 2012 (edited) thanks for answer J3X it should be done with maybe a specific set of arrows...like...three unique arrows that will have specific static ID, (maybe) i think... like some quest item...in the page you linked ( http://www.creationkit.com/OnPlayerBowShot_-_Actor ) there is the "akAmmo" parameter, the script will activate only if there is a bow's shoot, AND, the type of arrow used is the type (new/modded) of thoose 3 uniques arrow...in this way, maybe it will be possible! (i use often maybe because i know nothing about scripting and CK... neither where to start/learn by myself...)the script will "read" the arrow that is moving and then it give that speed and direction to the actor/player... (what is the script command to do something like this? ) and, my idea wasn't with TranslateToRef repeatedly... my idea was actually "throwing" the player/actor by script... :biggrin: i think it would be really funny, and maybe useful/tactic .... i'm imagining it :dance: i remember my good old times when i scripted a fully well working portal gun for RPGmakerXP...that was funny! (i also thougt it in skyrim, but its easy to understand that its really hard to do it, if not impossible, with the right graphics effect...) i really hope someone will try to build this up... Edited July 4, 2012 by maje90 Link to comment Share on other sites More sharing options...
J3X Posted July 5, 2012 Share Posted July 5, 2012 Detecting what arrow type the player fires is easy, as you see one can also see how strong the shot is.The problem lies within getting the reference to the arrow you just shot. This reference holds the velocity & position. I think that it will be hard to throw the player so he follows the arrows trajectory. Link to comment Share on other sites More sharing options...
maje90 Posted July 5, 2012 Author Share Posted July 5, 2012 the arrow will come back in the inventory just after the shoot... to reuse it after...its not needed that the player "fly" near to the arrow... its ok if just the player get thrown in some way after the shoot of the arrow, for a starting mod.. and for the reference, the arrows should be few, making them unique items, so traceable:-creating the arrows by a spell or crafting, it should give out the reference of the created object;-or making it a quest item;-or drop and pikup the arrows before use; the ones used should be always the same 3-4 arrows, so the script work only with thoose... can someone do this? >_<' Link to comment Share on other sites More sharing options...
Recommended Posts