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My brainwashed wolves question


nenina

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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.

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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.

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Here's what I do to give dogs that knockdown attack - well, from what I remember anyways...

 

Make an ability script -

 

ref mytarget

short knockdownonce

float knockdownchance

 

begin gamemode

 

;; Get the combat target.

if isincombat(?) == 1

set mytarget to getcombattarget

endif

 

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 0

endif

 

end

Edited by scarycave
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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
End

Encumbrance 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 by nenina
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