Patrograd2
|
Curate
|
|
|
Reged: 02/02/04
|
Posts: 992
|
Loc: England
|
|
|
I dont even have the slightest clue where to begin on this.
Imagine that there is an NPC, who if angered, turns into a werewolf before the players eyes.
Can this be done, and if so does anyone have any ideas as to how to go about this? I guess I could do a straight disable NPC/enable werewolf, but I was hoping there was a smoother way.
-------------------- Patrograd's Annastian Adventures Mods
City of Thieves and DeathTrap Dungeon
http://www.geocities.com/patrograd/
Post Extras:
|
qarl
|
Disciple
|
|
|
Reged: 05/07/02
|
Posts: 1086
|
Loc: Michigan
|
|
|
I don't believe this does the animation change when it becomes a werewolf, but I've never tried it. The animation is an activator though so you could script it in there.
BecomeWerefolf
Type: Werewolf, Bloodmoon
Returns: none
Example: player->BecomeWerewolf
Scripts:
Turns the player, NPC, or creature immediately into a werewolf. Only works properly for NPC's, however, it can be used on creatures for some weird effects. Effected NPC's take on the werewolf mesh, removing all clothing and weapons, and retaining all AI settings. This means an NPC turned into a werewolf may not be able to talk, but he/she will have the same Idle, Fight, and Hello, settings, etc... (though they'll just track the PC on Hello triggers, no dialogue). Likewise, already attacking NPC's will simply keep attacking, albeit in a new form - scripts seem to continue to run fine, as the object ID seems to remain the same. I'm unsure if stats on NPC's affected by this function call are changed or not - Speed is definitely not changed, so presumably it's only attack damage and/or hit chance that changes.
This command can be used on creatures, with varying effects - the creature NIF/appearance will NOT be swapped out, nor will their 'Name' tag say 'werewolf', as it does on NPC's - and it only seems to work for certain creatures, changing their attack sound and attack stats, if I'm not mistaken. Creatures with Weapon & Shield bone entries will unequip whatever they're holding and go hand-to-hand - and as I said the attack sound changes to a werewolf growl, but otherwise Idle and other sounds seem to remain the same. It's amusing when used on Reiklings - they become little snarling, boxing, midgets.
Also, The Werewolf transformation is handled almost exactly like the Vampire one, with the PCWerewolf global being used. Using Becomewerewolf and Undowerewolf can break your game. Some quests and variables depend solely on on use of these, so if you use one to toy around.... you may be asking for it.
See Also: IsWerewolf, PCWerewolf, SetWereWolfAcrobatics, UndoWerewolf
Includes Contributions from LDones.
-------------------- -qarl
@}-----;----
My mods
WIP: The Underground
Tutorials
Post Extras:
|
Grumpy
|
Disciple
|
|
|
Reged: 08/03/02
|
Posts: 1590
|
|
|
|
Why is this post seven miles long???
I was browsing the scripts one time. Looks like it happens during rest, and there is no animation involved.
Best bet would be to find a modeler and get some "mid-grade" critters made, then start doing PlaceAtPC and Disable stuff... Poor substitute, but unless you find some excellent modeler with animation skills, this is going to be a tall order. Even BethSoft didn't do it...
-------------------- Grumpy
My mods
Post Extras:
|
Patrograd2
|
Curate
|
|
|
Reged: 02/02/04
|
Posts: 992
|
Loc: England
|
|
|
Interesting qarl
So, in this theory
pb_ftm_npc_ferryman->BecomeWerewolf
MIght have the desired effect. I'll test this and see what happens, and let you all know the outcome. I could use it working as it happens twice in Firetop Mountain (well, strictly speaking the first transformation is to a 'wererat' but a werewolf will do )
Thanks for the info Grumpy
-------------------- Patrograd's Annastian Adventures Mods
City of Thieves and DeathTrap Dungeon
http://www.geocities.com/patrograd/
Post Extras:
|
Miles_Acraeus
|
Master
|
|
|
Reged: 08/25/02
|
Posts: 7884
|
Loc: Primum Mobile
|
|
|
Yes it's possible, both to transform, and untransform;
Code:
Begin AST_Werewolf
;*********************************************************************************
;basic werewolf script for actors of irianes mournne
;bow wow yippee-yai
;*********************************************************************************
;Short doOnce
Short Changed
Short NoLore
Float Morph
Float D_Morph
Float MyX
Float MyY
Float MyZ
Float Death_X
Float Death_Y
Float Death_Z
;if ( PCWereWolf == 1 )
; return
;endif
if ( MenuMode == 1 )
return
endif
if ( Changed == 40 )
return
endif
if ( Changed == 0 )
if ( GetDistance Player <= 1024 )
set MyX to ( GetPos, X )
set MyY to ( GetPos, Y )
Set MyZ to ( GetPos, Z )
PlaceItem, "wildWereWolf" MyX MyY MyZ 0
set Morph to ( Morph + GetSecondsPassed )
if ( Morph >= 1 )
BecomeWereWolf
addSpell "wereWolf blood"
set Morph to 0
set Changed to 20
setFight 100
setFlee -1000
endif
endif
elseif ( Changed == 20 )
if ( GetHealthGetRatio, < 0.1 )
set Death_X to ( GetPos, X )
set Death_Y to ( GetPos, Y )
set Death_Z to ( GetPos, Z )
PlaceItem, "wildWereWolf" Death_X Death_Y Death_Z 0
set D_Morph to ( D_Morph + GetSecondsPassed )
if ( D_Morph >= 1 )
undoWereWolf
setHealth 0
set D_Morph to 0
set Changed to 40
endif
endif
endif
end
It works, but I'm not sure if you need a seperate float for the death part.
-------------------- "Just some spittle in your face." ~ Vladimir Harkonnen
Post Extras:
|
Patrograd2
|
Curate
|
|
|
Reged: 02/02/04
|
Posts: 992
|
Loc: England
|
|
|
Thank you Miles, that works like a charm.
What a brilliant effect
-------------------- Patrograd's Annastian Adventures Mods
City of Thieves and DeathTrap Dungeon
http://www.geocities.com/patrograd/
Post Extras:
|
Tatsu
|
Layman
|
|
|
Reged: 01/05/04
|
Posts: 9
|
Loc: USA, Texas
|
|
|
Got a question, I have the "laura craft" mod and I have been wanting to make here a werewolf, but have it were it would not attacked anyone, is there a ware to combine the "laura" script with this WW script? and not mess things up?
Post Extras:
|
Patrograd2
|
Curate
|
|
|
Reged: 02/02/04
|
Posts: 992
|
Loc: England
|
|
|
If you took out the setfight 100 and setflee -1000, then I think it should work
-------------------- Patrograd's Annastian Adventures Mods
City of Thieves and DeathTrap Dungeon
http://www.geocities.com/patrograd/
Post Extras:
|
Tatsu
|
Layman
|
|
|
Reged: 01/05/04
|
Posts: 9
|
Loc: USA, Texas
|
|
|
ok i will try to cobined the scrips and set the AI and see what hapens
Post Extras:
|
Tatsu
|
Layman
|
|
|
Reged: 01/05/04
|
Posts: 9
|
Loc: USA, Texas
|
|
|
Quote:
ok i will try to cobined the scrips and set the AI and see what hapens
oops did not work, hmm any one have any suggestions
Post Extras:
|