Western Skyrim Mainquest? |
Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Let me clarify, I meant the player positioning barricades. That is a
piece of cake, all you need to do is make it a static that the player
can pick up and drop where they want, then make sure a collsion box is
scripted to be attached to the front that when NPCs make contact with
it, it deals damage to simulate impaling. |
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14.11.2006 04:08 |
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quote: |
Originally posted by Siegfried
Let me clarify, I meant the player positioning barricades. That is a
piece of cake, all you need to do is make it a static that the player
can pick up and drop where they want, then make sure a collsion box is
scripted to be attached to the front that when NPCs make contact with
it, it deals damage to simulate impaling. |
it's too much scripting, and really it takes away too much from the classic TES gamplay.
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14.11.2006 06:26 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by The Old Ye Bard
quote: |
Originally posted by Siegfried
Let me clarify, I meant the player positioning barricades. That is a
piece of cake, all you need to do is make it a static that the player
can pick up and drop where they want, then make sure a collsion box is
scripted to be attached to the front that when NPCs make contact with
it, it deals damage to simulate impaling. |
it's too much scripting, and really it takes away too much from the classic TES gamplay. |
I have no idea how easy/hard this would be to script, but the idea is cool.
The whole point of this quest is to make a different kind of gameplay available to the player.
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14.11.2006 13:58 |
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-Sulan-
Chieftain of Skyrim
Registration Date: 06.03.2006
Posts: 443
Location: Sweden
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Sounds like it might be cool, especially for defending against charges
and stuff.. But the way combat is "stretched out" in OB, I mean fights
lasting a long time. I?m not sure that you?d be able to fit it with the
combat gameplay and make it feel right...
But it?s worth a try offcourse, and if it?s cool - it?s cool!!
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14.11.2006 14:18 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Attaching a collision box to another object and scripting it to deal damage is not that hard Bard...
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14.11.2006 21:21 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by Siegfried
Attaching a collision box to another object and scripting it to deal damage is not that hard Bard... |
Making it havoc enabled is the hard part, especially if it needs to be
a separate object in the CS. Keeping it stuck to the barricade mesh and
making both of them havoc enabled at the same time might be a
problem... though I have a vague idea about how it might be done.
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14.11.2006 23:02 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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It doesn't have to be havoc enabled, well, beyond the appropriate
sounds for hitting it and stuff. The entire point of a barricade is
that it does not move.
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14.11.2006 23:15 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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I was thinking you picked it up and placed it in your inventory. People
would probably get pissed off dragging it around everywhere. |
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15.11.2006 00:08 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by Siegfried
I was thinking you picked it up and placed it in your inventory. People
would probably get pissed off dragging it around everywhere. |
That's what I meant too, but every object that can be picked up must
also be havocked. The deal is to drag the havocked version out of your
inventory and rotate it in any way you want, then activate it a second
time whilst in sneak mode to set it in place (replace it with a static
barricade object).
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15.11.2006 00:17 |
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