nenina Posted March 10, 2013 Share Posted March 10, 2013 For now, I'm scripting wolves and timber wolves to be hell the more of them there are... by having % to knock over the player and evil actors with their jump attack. Companions and good actors won't be affected for now. Using GetAnimGroup and OnHit for hilarity. I can have their target ( usually the player ) pushed down as if tripped, but this will also have the effect of downward push if they are fighting in water. Or, I can have the wolves have % to knock the player across like a straight punch, and knocked further or even pulled to the ground if standing power attacked, and this will have no effect in water because wolves don't have that standing power attack in water. The more I think about it the more ways to script it seem available ( I think it would easily be possible to give all actors % to be knocked around with OnHit ). Should encumberance be a factor, then it makes no sense to knock them around as if hit with a Skyrim fus ro dah. Or maybe high encumberance would prevent knockdown... by stabilizing the player? Feather would raise % knockdown. Agility is already a factor with the function I'm using. Which would players like? Players that want to fear wolves, that is. Link to comment Share on other sites More sharing options...
AnArcticAnt Posted March 10, 2013 Share Posted March 10, 2013 Just to make sure we're clear...the options you're looking at are either the way you fall if you have no fatigue and get attacked by hand-to-hand attacks, or the "flying backwards" from being struck by an Expert level backwards power attack, right? If so, the first option would be the better looking animation. While it'd look a little funny if you're not attacked from behind, I just wouldn't buy it if a wolf could make me fly like that. Maybe a bear, but not a wolf, no matter how many of them are attacking, so that'd be the better animation/effect. As for encumbrance, I'd prefer if higher encumbrance meant greater chance to fall...after all, it's meant to be a penalty, and it's harder to keep your balance if you're carrying a bunch of junk around. On the other hand, you could argue that extra weight makes you too heavy for the wolf to move you...Maybe, if you're ambitious enough (if it's even possible) high encumbrance would be make it harder for the wolf to successfully take you down if it's only one or two of them, whereas higher encumbrance would become a penalty if it's a pack? I don't know the first thing about scripts, so I have no idea how feasible that is, but it could be a neat idea. Finally, this sounds like a pretty cool mod, I'd love to try it out when available. Link to comment Share on other sites More sharing options...
scarycave Posted March 10, 2013 Share Posted March 10, 2013 (edited) Here's what I do to give dogs that knockdown attack - well, from what I remember anyways... Make an ability script - ref mytargetshort knockdownoncefloat knockdownchance begin gamemode ;; Get the combat target.if isincombat(?) == 1set mytarget to getcombattargetendif if isattacking == 1 && knockdownonce == 0{ ;; Get random number for knock down. set knockdownchance to getrandompercent;; if knockdown <= 15, the target is knocked down. if knockdownchance <= 15 pushactoraway mytarget endif;; Prevents knockdown from being done more than once in a single hit.set knockdownonce to 1}endif ;; Not attacking, reset knock down count.if isattack == 0 set knockdownonce to 0endif end Edited March 10, 2013 by scarycave Link to comment Share on other sites More sharing options...
nenina Posted March 10, 2013 Author Share Posted March 10, 2013 (edited) Pretty much what I wanted to do, but with less script. Never thought of making ability script.I've started working on it, it's a flying knockdown but I think I will change it to the crumple knockdown. Here's what I have so far: Wolf Token Script: SCN IPWolfTokenAScript Ref IPMe Ref IPMyCombatTarget Float IPTimer Short IPPushedFlag Begin OnAdd Set IPMe to GetContainer End Begin OnLoad Set IPMe to GetContainer End Begin GameMode If ( IPMe.GetDisabled == 1 ) RemoveMe EndIf ;THERE IS A 4 SECOND COOLDOWN AFTER I PUSH If ( IPPushedFlag == 1 ) && ( IPTimer < 4 ) Set IPTimer to IPTimer + GetSecondsPassed Else Set IPPushedFlag to 0 Set IPTimer to 0 EndIf If ( IPMe.IsInCombat ) Set IPMyCombatTarget to IPMe.GetCombatTarget If ( IPMyCombatTarget == Player ) || ( IPMyCombatTarget.IsActorEvil == 1 ) If ( GetDistance IPMyCombatTarget <= 95 ) If ( IPMe.IsAttacking == 1 ) If ( IPMe.AnimPathIncludes "Left" == 1 ) || ( IPMe.AnimPathIncludes "Right" == 1 ) ;Message "I will push you" 1 If ( IPMyCombatTarget.IsSneaking == 0 ) If ( IPPushedFlag == 0 ) && ( IPMyCombatTarget.IsBlocking == 1 ) Playsound NPCWolfAttack Playsound PHYDamageFur Set IPPushedFlag to 1 ElseIf ( IPPushedFlag == 0 ) && ( IPMyCombatTarget.IsBlocking == 0 ) IPMe.PushActorAway IPMyCombatTarget 2 Playsound NPCWolfAttack Playsound PHYDamageFur Set IPPushedFlag to 1 EndIf EndIf EndIf EndIf EndIf EndIf EndIf End Begin OnDeath RemoveMe EndEncumbrance is not factored in yet. Fighting three of them actually is hell, and their attack damage and health is untouched. Upon LeftAttack / RightAttack PushActorAway 2 is called. It looks awesome to go flying, but may not be as funny as the crumple. The wiki says that Agility is factored with PushActorAway. It can be blocked, but the better way is to fight while crouched because from 1st and 3rd person it looks right that the jump attack doesn't connect. 4 second cooldown whether blocked or connected. Also thinking of chance to distribute another token which will SetCombatStyle to strafing to get behind. And then later SetCombatStyle based on if their target is using a bow or melee. Man, everytime I go in a direction some other wacky idea pops into my head and I get distracted. It may be a day or two before I even get to the Timber Wolves and Boars. If I knew at all how to make an .ini file for this mod I would include a setting for the wolf to be less cheap. Set IPWolves to 1 gives them less range on knockdown, I guess. Edited March 10, 2013 by nenina Link to comment Share on other sites More sharing options...
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