For those of you with the tools to look into the 2da's effectively, in visualeffects.2da, look up HolySword, then have a look at the line number.
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How a Paladin Rolls
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https://www.dropbox.com/s/527hka8wr7...ts_Sundren.zip
I would post another picture, however the development of this system is now at a near production level and I wanted very much to get it to this point before Christmas to be able to share it with our wonderful community. I wish you all a very wonderful holiday... the system is designed to be usable in either single or multiplayer modes as it is.Ghal Narish, Battle-Mage
Faucon De'Ombre, Triadic Knight
Ulriel Gabrieth, Devout of Lathander
Noril De'nor, Archer ...
Liem Ashcroft, Miner, Smith, and Weaponsmaster
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You, sir, are awesome! I can't wait to tell my family I finally got a horse for Christmas!River Swift
"Timing is the main difference between being a hero, and being an asshole" -River
"Nothing says "I matter" quite like having a price on your head" -Sandro

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Amazing! You sir are the man. Happy Holidays to you and your family.Active Characters
Hashart Datton- Marshal of the Black Hand
Oliver Ironhide- Guardian
Lynk Frost-Champion of Bane
Dorin Hammond- Scout
Seith Ronson- Master of War
"A system of morality which is based on relative emotional values is a mere illusion, a thoroughly vulgar conception which has nothing sound in it and nothing true."
Socrates
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I'd say a high percentage chance of a break upon a solid hit would be neat. 100% effects are boring imo.Aleister Kimaris - Dragonblooded Knight of the Northern Watch
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https://www.dropbox.com/s/527hka8wr7...ts_Sundren.zip
Alright, refined the jousting mechanics significantly. Added a dismount function for pc's, adding new functions to make dismounting work for the npc jouster would be too much effort just for an example. In single player, it will still register when the npc would be dismounted, the visuals however will only run for pc's.Last edited by Aniril_Telin; 12-29-2013, 08:00 PM.Ghal Narish, Battle-Mage
Faucon De'Ombre, Triadic Knight
Ulriel Gabrieth, Devout of Lathander
Noril De'nor, Archer ...
Liem Ashcroft, Miner, Smith, and Weaponsmaster
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https://www.dropbox.com/s/527hka8wr7...ts_Sundren.zip
Added a few more streamlining edits and created a system to remove all jousting mounts and equipment when departing the area. (no scripts on client edits) The hope with this is to ensure all edits are area specific and do not require much if any modifications for inclusion into an existing module.Ghal Narish, Battle-Mage
Faucon De'Ombre, Triadic Knight
Ulriel Gabrieth, Devout of Lathander
Noril De'nor, Archer ...
Liem Ashcroft, Miner, Smith, and Weaponsmaster
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https://www.dropbox.com/s/527hka8wr7...ts_Sundren.zip
Here it is again, making changes to the system.
Resolved an animation issue with over sized weapons by requiring the off-hand to be occupied. This requirement will unfortunately require a very small line added to the on-equip and on-unequip scripts.
Cleaned up the entry area a bit and made an example of a way to make the giant trees passable. Some other minor bug fixes yet to be done before this is fully release ready.
I hope you're all enjoying this project. There is a new item in the Saddle Chest which is an invisible light shield that grants monkey grip (also restricted to remaining in the area) which will allow for forcing the correct animations while mounted on oversized weapons. Only those weapons subject to the issue will require the off hand to be occupied. I have found the shield anomation to be the best one for this use.
The Lances do not require this due to their custom animation method, once I finish the functional project I intend to look into a way to modify all of the weapon animations to move better with the mounts but that may be some distance in the future.Ghal Narish, Battle-Mage
Faucon De'Ombre, Triadic Knight
Ulriel Gabrieth, Devout of Lathander
Noril De'nor, Archer ...
Liem Ashcroft, Miner, Smith, and Weaponsmaster
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https://www.dropbox.com/s/527hka8wr7...ts_Sundren.zip
Nearly a finished product, a few minor edits in the appearance.2da to do to ensure all of the same sized mounts are moving at the same speed and such,
Fleshed out the environment to make it feel a little more foresty.
Added scoring functionality and reduced unhorsing chance to work better with the intended difficulty of a jousting match.
Added reset and npc manipulation switches to the area.
Added a basic dismounting function for the npc though not as visually pleasing as the pc version.
added some sounds to emphasize the collision, not ideal, however functional (a better sound file would be appreciated if anyone knows one which I could use instead.).
added armor to 2 of the mounts (still needs model work the make the armor look correct.)
many many many bug fixes, if anyone is willing to try to find bugs for me in this system, I would appreciate it, I am fairly certain i have worked them all out however. (no, there are still no combat animations. This is not a bug as the animation files do not exist at this time.)Ghal Narish, Battle-Mage
Faucon De'Ombre, Triadic Knight
Ulriel Gabrieth, Devout of Lathander
Noril De'nor, Archer ...
Liem Ashcroft, Miner, Smith, and Weaponsmaster
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