I have updated the Dragon riding system. It now includes harnesses and other goodies to try. It works by polymorphing you into a Wyrmling, and sending you to a Miniature representation of your world, or continent. Before you scoff at the idea, I beg you to try out the example module, because this seriously Looks VERY cool, and is REALLY a lot of fun! The Example module shows you ways to use this system, and even shows you that just about anything you can do normaly can be done in the minimap, it also shows you just how cool such a mini map can look! This system requires SOU and HOTU 1.61 in order for it to be used. This system is Ideal for a large module or PW that warrents having a long distance overland travel system. To see just how it could be used, PLEASE try the module! Please send all comments and feedback to [email protected] Or simply post it here!
Posted by ffbj at 2007-05-01 15:43:28 Voted 10.00 on 05/01/07
It's rather unfair that this never made it into the hall of fame. 29 votes collapsed into 1. Oh well. Great idea, that everyone who has experienced it just loves.
Posted by jules at 2005-08-08 15:52:49 Voted 9.50 on 08/08/05
very classy very useful...
Posted by daynar_renken at 2005-07-29 19:02:46 Voted 10.00 on 07/29/05
dadw _________________________ �DiGiTaL AnGeL�
Posted by Kagome ( 203.121.xxx.xxx ) at 2005-01-03 08:18:00
Hm, by the way, scrolls do NOT bypass spellhooking. I think even spell-casting items (wands, rods, custom magic items) do not bypass spellhooking, not too sure about that, too lazy to test.
Posted by Kagome ( 203.121.xxx.xxx ) at 2005-01-03 08:11:00
This is actually quite cute, although someone should really come up with a mini tileset. The placeables are laggifying.
Anyways, I perused your scripts. Are you still having problems with the summons and the shapeshiftings? The solution is quite simple actually...
Posted by Anonymous ( 24.166.xxx.xxx ) at 2004-12-01 15:11:00
@ Cylvia
At this time, the shifter class isn't very well supported. While I'm good at some kinds of scripting, some things are still "Alien" to me including spell hooking. MY advice is, if you use this system (or the eventual sequel), is disallow the shifter class for the time being, and possibly, don't allow any summoning scrolls either (as I Think scrolls bypass spell hooking unless I'm mistaken). In other words, unless you want the illusion of scale to be blown, don't let the PCs have anything that can do it...
Spell effects are one thing, even the bigby hand line. One can just assume it's bigger looking to deal with the bigger enemies or something.
But having a 40ft long dire badger rampaging amok looks lame. Just imagine how a normal sized dragon would look... LOLAnd there shall be one born of the Dragon, who shall teach the horde to once again look to the skies with fear and dread...
Great demo mod, and I like the concept very much. Is there any chance that shifters can fit your system somehow? When a shifter or druid can turn into an epic dragon, they should be allowed to take advantage of the world map like any dragon your own. Maybe even transport the whole party as well *shrug* _________________________ "There is no knowledge that is not power" --- Ralph Waldo Emerson
Great demo mod, and I like the concept very much. Is there any chance that shifters can fit your system somehow? When a shifter or druid can turn into an epic dragon, they should be allowed to take advantage of the world map like any dragon your own. Maybe even transport the whole party as well *shrug* _________________________ "There is no knowledge that is not power" --- Ralph Waldo Emerson
Posted by Ghostdreamer at 2004-09-30 10:58:24 Voted 9.00 on 09/30/04
Fire off an Email to me Pogo, If you can model even remotely well enough to make some ok miniatures we definately will be doing business :) If you can do tilesets too thus saving us all from the frame rate issue with too many trees I will leap for joy, either way, you can be my official co conspirator in the final vision of this system if what you have to show is halfway decent :)
As your right, a good placeable/tileset addition is what this desperately calls for (much like the arcane space set had to have :)
Anyway just email me at the address on this post, and I'll be in touch ASAP. And there shall be one born of the Dragon, who shall teach the horde to once again look to the skies with fear and dread...
I really like your vision here. I played with it in early 2004, but have not used it since. The placeable houses, trees etc were too cumbersome in such heavy numbers in one area. This hak desperately needs miniature placeables like others have mentioned. I was wondering if anyone has contacted you about creating them?
I recently played A. Millers newest module "Demon". In it he has miniature house placeables that would be perfect for this hak. I have made some placeable rivers that look pretty good. I would be more than willing to send them to you. I am a novice modeler though, and that is about the extent of my abilities.
I want to use your ideas here for overland map traveling. Kind of like Baldur's Gate. I have done some priliminary testing using your ideas and have come up with a good system for overland map travel. All the placeables have their .pwks removed so blocking is not an issue. Upon entering the area I apply the cut scene invisible vfx and remove it upon exit. So you are basically panning around the area like scanning a map.
I think some good mini placeables are a must for you and me ;) Here are some ideas allready in this thread and some not:
Mini-Mountain Ranges 1x2, 1x3, 1x4, 2x4 maybe a "Y" shape etc.
Mini-Swamp (irregular shaped) 1x2, 4x4 etc
Mini-Forest (irr shape) 1x2, 4x3 ext
Mini-Town, Village, City, Capital, ruin, tower icons
Mini-Lake, Deserts (irr shapes) 1x3, 4x4 etc
Mini-Volcano
Black lines for roads
Mini-Rivers
I guess the list could go on ad naseum (sic)...
Anyway, great work again. Hopefully a good modeller will be able to whip up something. In the mean time I will try my best at creating these placeables.
Although official work is on hold for this project, it is by no means dead (I'm busy on my PW project ATM).
I would like to say that 1:
I am amazed and greatful for the great response to what I now consider really only a half-finished proof of concept system. As I said early on, I made this in part to show that the scaling effect would be apealing to the eye.
However as others have stated, what this REALLY needs is some tweaks in part from me (which I'm working on, albeit slowly).
And it's own preferably minor hak.
The hak would need to be made by someone with some skills editing 3d stuff, skills I don't have up to date enough to attempt this (I still use rhino and such just for fun when I'm bored and 3ds max is a mystery to me even though I have tried it.).
The hak would need at a minimum:
A minimap tileset scaled for treetop level: Essentialy hills and half hills, and terrain without grass. As well as features and groups such as mountains, forests and shallows (all should be something you can fly over! Even mountains! one could always add a slow effect to the PC in flight).
A Cep Compatable series of placeables for: Towns, Cities, Castles and maybe even things like clouds Etc.
And if we get really ambitous:
A CEP compatable creature hak with:
Boats of a few shapes and types (that work with shallow water, doesn't need to be as extensive as the Spelljammer hak, just the galleon, Caravel longship and Standard bioware tileset ships scaled down and turned into critters somehow)
A few new mount types: Owls, Wyverns, Dracoliches etc.
Some new miniturized monsters: Demons, Spectre monster thingies (give em a scythe and you got a giant grim reaper thing), etc.
I have experimented with the brownies, and I may in fact make it possible to use them for overland travel in the next update.
Some final notes:
The next update (when I finaly get around to doing it) WILL use SetAppearance.
This has some pros and cons, but is far less limited than using EffectPolymorph. what this will mean is, players will get to use equipment weapons and items, as well as thier other abilities as normal, with only things which effect the sense of scale disabled (which I think is already adequate as it is, but I'll look deeper into this.).
I can then simply add the special effects (Boosted HP, AC ETC) through scripting, and use a unique power item for the dragon breath weapons (making so they can be used a set number of times a day to balance things better.).
In the end SetAppearance WILL work better. Especialy now that I figured out how those functions work heheh.
In any event, I'm overjoyed everyone likes this so far. And Never fear, this WILL be updated eventualy, as I make progress on it.
And there shall be one born of the Dragon, who shall teach the horde to once again look to the skies with fear and dread...
Posted by DarkKnight8876 ( ..xxx.xxx ) at 2004-06-10 13:45:00
Demangel, to expand your dragon riding system, you could also implement transforming into a drow ship and being able to sail down streams to port cities.
Posted by DarkKnight8876 ( ..xxx.xxx ) at 2004-06-10 13:45:00
Demangel, to expand your dragon riding system, you could also implement transforming into a drow ship and being able to sail down streams to port cities.
Posted by ma'drynn ( ..xxx.xxx ) at 2004-06-03 14:10:00
Yes, the jaga script is excelent.
check out this worldsystem i made working with it.
very alike this on and with boats...
dont look as good though.
Posted by DeLaY_LaMeR at 2004-05-28 03:10:03 Voted 10.00 on 05/28/04
and with placeable water, you can also travel by sea! Anyone willing to make a non-transparent water placeable that simulates deep sea? _________________________
CRV§ADER//KY
I Sette Sigilli - Shard italiano Full GdR
Powered by Player Resource Consortium
You know I was just thinking I bet if you used one of the carpet placeables textured like overhead shots of cities and towns that might work. You will need to have this in a hakpak though.
Great Idea Thanks,
Krun
Posted by Eldernurin ( ..xxx.xxx ) at 2004-04-06 09:11:00
About adding bats...
Since the return of Shade, you might consider adding Veserab to the list of mounts. These large, bat-like, poison-breathing shadowy creatures are used as rides by the Shadovar.
The flying mage idea is pretty cool- though they should have to polymorph to explain why they can't use all of their spells in midair...
Sounds like a damn good system for a World Map sort of screen...just a large Rural area with all the dirt patches etc like you mentioned. Good luck with it ;)
Posted by Gohaken ( ..xxx.xxx ) at 2004-03-23 15:12:00
Gah!
This is awesome! I have been playing around with ideas for this for over a week now, trying to figure out what I want to do with it... I only know I def want to use it in the PW I'm building - now to be complete with a flight/minimap area and a floating island PC's can fly under and land on.
I _need_ an updated version with the fixes discussed in this string of posts, cause this idea is way too crucial to be left with player exploits. I was 100% anti hak before, but I WIL make an exception for this please please upload the fixed version.
Other crazy ideas my friends and I dragged up: what about ditching landing sites altogether, and using a grid of waypoints or invisible objects on the minimap areas that correspond to "real" areas? When the player chooses to land (perhaps by activating an item or choosing "cancel polymorph), make a test for GetNearestObjectByTag (or similar opne for a waypoint if such exists) and then land them in the appropriate area. That system could work both ways, allowing PCs to "take off" from any area as well.
Perhaps a mage casting "Fly" (item OnActvate?) could warp to the minimap, polymorphed into a pixie... theres a perfect, and quite funny, jump animation that would work for them flying out up from the area they were in originally.
Ways to implement some of the scale changing spells (may be stuff you've already thought of:
Lightning Bolt: Use electric jolt VFX. Doesn't jump (or could do a vector-based version of gedlee's!)
Fireball: Use combust, without the pillar of flame (the lasting VFX) No AOE.
Cloudkill and similars: Simply change the AOE to the smallest AOE constant, as the VFX isn't size dependent. Should look fine.
Horrid Wilting: Is it possible to use the cloud VFX without the ground-sprouting start? Not sure, but if so, as above...otherwise, just cloudkill, and accept the colour change :(
Banishment and Dismissal: What if you had summonable mounts? (scripted as usual, would be impossible to implement the 'use anywhere' side of a summon, but set as dismissible - would have to look into that!) These spells would be VERY harsh...possibly a save needed!
Chain Lightning - Use Gedlees...perhaps with own VFX, as it is fairly narrow anyway.
Negative Energy Burst - Circle of death VFX, methinks.
Cone of Cold/Mestil's Acid Breath - I'm pretty sure you can't 'just' change the colour of VFX...if you can, Burning Hands is ideal...
Darkness - I think the AOE of this one can be reduced, as a cloud, but I'd have to look into it.
Great Thunderclap - Sound Burst, with a screen shake?
Scintillating Sphere - Gust of wind VFX, with an electric jolt VFX at contact point.
Magic Missile - perhaps the gust of wind projectile? The normal MIRV ones all seem too big...:(
Web - Normal Web inc. VFX, but only reaches 1 target...no AOE.
EPIC
Dragon Knight: Hehehe! Easy! :)
Other may be more awkward...mummy dust in particular - I think only the draggy duo are good to go, really :)
All of these are a touch hacky, but it gives the impression :)
Hope this is of help...
[Struggling to alter John Covalt's archery scripts since...not long ago...]
[struggling to implement Demangel's dragonrider system since...not long ago...]
[struggling since....birth...]
Ways to implement some of the scale changing spells (may be stuff you've already thought of:
Lightning Bolt: Use electric jolt VFX
Fireball: Use combust, without the pillar of flame (the lasting VFX)
Cloudkill and similars: Simply change the AOE on it, as the VFX isn't size dependent. Should look fine.
Horrid Wilting: Is it possible to use the cloud VFX without the ground-sprouting start?
For all of these I'm thinking along the lines of a spellhook, but a way to avoid that would be to give them an item (eek...another one!), say a rune, that only lasts while in the area, per spell in the book, and disable spellcasting completely. Then whenever that item is used, you can decrement the spelluses (though this is buggy IIRC) and run the new script.
If this sounds good, just let me knnow and I'll see if I can drop a line or a hand :D
[Struggling to alter John Covalt's archery scripts since...not long ago...]
[struggling to implement Demangel's dragonrider system since...not long ago...]
[struggling since....birth...]
Sounds good...I'll be truly amazed to see this working with extra mounts AND balance...
Yay for you! :p
[Struggling to alter John Covalt's archery scripts since...not long ago...]
[struggling to implement Demangel's dragonrider system since...not long ago...]
[struggling since....birth...]
No, no clear ETA yet, I'm working on my own PW right now which will use this system heavily. Because of that I am finding lots of ways to tweak this system.
Due to balancing issues between classes riding even the same kinds of mounts, I need to do balance testing to ensure that the bonuses classes with lower BAB's get, are sufficient to make them useful while in the air. Currently, casters for example are highly nerfed while in flight as it makes little sense to allow a character to cast spells of any kind while on dragon back (your holding on for dear life as it is).
Since this newer system will use a modified polymorph.2da file, I wont be able to just disable, or enable various spells with spell hooking (thats a LOT of work as well if you ask me, there are a few spells casters should maybe still have like those using still spell, but then I STILL need to make all spells which ruin the visual effect of scale inaccessable.).
Using a polymorph script I can pretty much slam the door shut on ALL possible imersion breaking spells, but now I need to give casters and other non melee classes a bit buffer.
The current concept is to give casters nice nuking spells (since all spells can be cast infinately while on dragon back, even a fairly decent spell can be nasty, dragon breath for example HURTS at level 10+ and when you can cast it repeatedly it's almost as powerful as melee combat itself with full BAB if not more so).
Since nobody is currently getting any kinds of Ranged attacks, I imagine that giving mages ranged magic attacks like magic missile, and possibly a small speed boost (compared to other mounts of the same type), as well as a a good buff spell (like true strike for example +20 to your next attack roll can be nasty!), will make them must have members of a party for big sky battles.
I'm still working on the powers for the other mounts as well. Vampire bats for example will have vampiric regen on thier creature skin, and giant eagles will likely have some nice "cleric" style buffs and spells to counter that.
In any event, the best I can say is:
Do not worry, the system has NOT died, I am still hard at work on it as it's part of my PW...
So the best estimate as to when it will be finished and posted to the vault is "SoonTM" (taking a page from a develoiper in EVE: the second genisis).
since this will also involve a LOT of cleanups in the code (like return lines to save CPu cycles) and since I'm modifying it for default PW databases (using NWN databse functions), it will be a LOT more polished stable and cheat resistant when you guys get it next. And should include an on dying script you can add to your own on dying event if your using a bleeding to -10 system. This way you won't unpolymorph when you die and just sit thier dying. You'll fall to your doom instead! :)
Ok glad this is still getting some attention. I should sign off now :)