How about if you could make it look like your PC is jumping a chasm? How would you test for Dexterity and Weight? This is one of my tutorials and there is a 21 page Word document to explain how to do it. Demo module is made with SoU and HoTU installed but code should be workable with patch 1.65. Updated as suggested by Sir Elric.
Posted by Gonzo_og at 2010-01-12 09:12:30 Voted 10.00 on 01/12/10
Documentation is good. _________________________ stuff
Posted by Inayity at 2008-09-23 09:25:41 Voted 10.00 on 09/23/08
This is awesome! I didn't realize you could even DO something like this- wow!
Posted by MasterAub at 2005-05-16 00:23:10 Voted 10.00 on 05/16/05
Well you know my feeling about your work...This is a bomb...I mean as usual you're sharing a great idea but on the top of it you took the time to in fact explain it. I am a mediocre scripter at best and thank to you my module looks like they are made by a BIOWARE script team member.
Keep up the good work and let me know whatever else you decide to script.
Ah! I should have known that an obvious problem would arise and Nereng being the one to point it out B-)
Hench Person.
I say - leave it behind. Well not really.
One way is for the hench person to join you as you change area anyway. Like in OC.
Another way is to leave the hench person. That would be OK if you only jump across to get hold of something on a cove on the other side of the chasm.
And the third way is for me to figure out how to get the hench person to join you.
Hmmm. Must think about which one to choose.
Ayath
Posted by nereng at 2005-04-17 08:27:20 Voted 9.50 on 04/17/05
Instructive, fun, and clear!
Posted by nereng at 2005-04-15 11:43:00 Voted 9.50 on 04/17/05
Nice one, Ayath! It's sort of an introduction to the Gestalt system. Now, what about my henchperson? I can't very well leave her on the other side of the chasm, now can I?
Cheers!
Posted by Sir_Elric at 2005-03-12 18:20:00 Voted 9.00 on 03/11/05
Also if 2 players use the jump at the same time, one after the other, the 2nd player gets stuck in a cutscene with no option but to alt/ctrl/del, trying to work out why now.
I added a local on the tracks for now with a 12 sec delay so no one else can use it till the jumper has finshed.
SECity of Melnibone - PW
ausnwn2.dyndns.org:5121 _________________________ City of Melnibone
ausnwn.dyndns.org:5121
Thank you Sir Elric for your point about the camera shake. Will update shortly with a revised version.
First camera movement is actually just a placement of the camera.
I use it to make sure I know excactly where the camera is before I point it to the north towards the target tracks.
Whether or not it is obsolete must be depending on where the camera is when we want it for the run up.
Ayath
Posted by Sir_Elric at 2005-03-11 04:05:15 Voted 9.00 on 03/11/05
Good stuff, anything out of the norm, well scripted, interesting and that doesn't require a hak pak gets my vote and always gets a place in my PW. _________________________ City of Melnibone
ausnwn.dyndns.org:5121
Posted by Sir_Elric at 2005-03-11 04:02:00 Voted 9.00 on 03/11/05
Nice work! Two things though first you need to check the "stop camera zoom in" on the conversation otherwise it shakes violently.
I built a chasm with a 2 way jump, both ways, and first time is smooth but every jump after that shakes.
Secondly what's the first GestaltCameraMove() for?
I can't see what this does? I rem'd it out and it work's with or without it.
Keep up the good work!
SECity of Melnibone - PW
ausnwn2.dyndns.org:5121 _________________________ City of Melnibone
ausnwn.dyndns.org:5121
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