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!
WOAH! fantastic! 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
Posted by donnykrun at 2004-04-0720:28:00
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 at 2004-04-0609:11:00
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...
Posted by Darren_Blake at 2004-04-0311:36:00
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 at 2004-03-2315:12:00
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. Oi! The possibilities! -Gohaken
Posted by Khalek_D_Ariana at 2004-03-2008:11:00
DAMN! Clicked post...oops! As below, but a better list... 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...]
Posted by Khalek_D_Ariana at 2004-03-2007:54:00
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...]
Posted by Khalek_D_Ariana at 2004-03-1904:23:00
:) 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...]
Posted by Demangel at 2004-03-0903:56:00
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 :)