Cholifut_II
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Layman
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Reged: 08/20/04
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Posts: 3
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Loc: The deepest bowls of HELL (Jersy)
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Is it possible to make an object that is an activator that is triggered when you fire on it with a spell or marksmen item? My purpose for this is to make an area where you fight a near undefeatable monster, but you can just hit a rope or pully and the platform it is on will fall into a pool of lava.
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Mode_Locrian
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Diviner
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Reged: 10/07/02
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Posts: 2084
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Loc: Bjornholm, Rykith Lowlands Region
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No, that won't work, as activators can't detect when they're being hit by a weapon or spell. However, you could make a creature that has the uses the same model as the activator (though you'd have to add dummy animation groups, I think) and make sure that it doesn't move. Then, you could detect when that creature gets hit by a weapon or otherwise damaged.
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Cholifut_II
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Layman
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Reged: 08/20/04
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Posts: 3
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Loc: The deepest bowls of HELL (Jersy)
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I am sorry but I have no clue how to do those things, is there somewhere else I should look or clould you give me a short explanation?
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Cholifut_II
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Layman
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Reged: 08/20/04
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Posts: 3
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Loc: The deepest bowls of HELL (Jersy)
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I am sorry but I have no clue how to do those things, is there somewhere else I should look or could you give me a short explanation?
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Marksman hits are difficult to pick up at the best of times.
The only reliable ways are, with NPCs and creatures, to use the GetHealthRatio command to see if it is less than 100% healthy.
With statics or activators, I believe you need some imaginative use of messageboxes.
"You see the rope ahead....will you shoot it with your bow, or fire a destruction spell to cut it?" "Shoot it" "Use Magic"
Then, you need to decide how hard it would be to hit the rope....what sort of skill level do you think the Player would need in their chosen discipline? I would think that to hit a rope with an arrow at say 100 ft distance is a pretty fine feat of arms, and I reckon you'd need a high marksman skill.......so you test to see if the Player has a bow equipped, you test to see if they have Line of Sight on the object, and you test whether they have a sufficient marksman skill to hit. For realism you probably need to throw in a little luck element, by comparing their marksman skill against a random number.....
Set Shootskill to ( Player->GetMarksman ) Ste Shootluck to Random 100
If ( shootskill >= shootluck ) rope breaks, monster dies endif
Then do the same using the player's destruction skill for if they decide to use magic.
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der_gevater
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Adept
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Reged: 04/11/03
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Posts: 381
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Loc: always just behind ya
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Imo it would be easier to create the NPC rope, with skipanim to prevent movements, and just check if a certain spelleffect is working on it.
Just another thought: How do you make to make sure the rope isn't just cut with a sword because the player levitated to it?
I think it would be a lot easier if you just test the health and say at 50% it breaks and the monster dies, no matter how the damage was achieved by the player.
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TheSlof
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Curate
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Reged: 03/16/04
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Posts: 425
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Loc: Trollhättan, Sweden
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Creating a creature shouldn't be to much problems.. You could even make it break on death.. A few (hopefully) simple animations..
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