There is some code that can make any object solid. But all objects don't naturally inflict damge even if they hit you. You have to give them extra code.
<hr height="1" noshade id="quote"></font id="quote"></blockquote id="quote">
Yes but this donÂ´t reply to my question[;)], i will try explain what i said. Ok exist a code that make any object solid, but that code is using what to make the colitions, the object form or some form of bounding box? If is using the object form them it is badly optimazed, so what i ask is: Is it possible to assig a dommy object to another that will recebe all the colitions but is not rendered in game? I personaly donÂ´t think so(This is not havok) but it donÂ´t hurt to ask.[:)]
New attack tonite. I have added a bit to the G. Demon Earthquake attack (which he never uses anyway). The wiz will strike the ground and shatter all the weapons and shields of nearby enemies.
Hiya Crazydwarf[:D] The Wanderer Returns.....
Re the skel idea. Already done M8. Not just skels but all sorts of nasties. You aught to see a flock of spiders attacking a Mino.[:p]
Just a note on teleporing through doors (still havent read the whole topic here, I should really after this post)
What if some other event is connected to the opening of the door ?
some cut-scene or somesuch ?
Oh and yes I have had meskablahdugh disarm me atleast once...i thought it was a bug at the time.
-Magic eye: free camera for a limited period of time or a limited distance.
-Lightning reflexes: you play in slow-motion, this way being able to react to atacks much easily.
-Time stop: freezes enemies.
It would be cool to have those features without "cheating"
It could be achived with a combination of Bladex.SetTimeSpeed(x) and increasing the player's animation rate.
While the general time speed is set to 50% or so, the player's animation rate may be twice as high as normal. I don't know wheather you get the desired effect by this (you self moving with usual speed while mobs moving with half speed).
Sorry... dwelling in Norrath I haven't the time for enhanced BOD modding...
I'm not sure how you'd inpliment it in BoD though... as you'd have to stop everything but the player, and I mean everything: Arrows in flight, faling dismembered limbs etc.
-holding time totally
-slowing down time
(both with the player still able to move normally)
Actually even the total freeze can be achived with slowing down (and not holding totally): you just have to set the time speed to Bladex.SetTimeSpeed(0.000001) or so. This is how my time stop in Swords&More works since I discovered some problems using Bladex.StopTime(). You can't notice any difference.
I don't know if a time speed of 0.000001 is compliant with a simultanious acceleration of the player's animation by the factor 1000000 to make the world freeze while the player moves with normal speed.
Btw: curiously the electric beams are not affected by a time factor. Even with a time speed of nearly 0.0 or 0.0 those beams flicker (amplitude stuff) with normal speed.
Did you use darfuncs.ObjAlpha(o) and the limb mutilation system for your ice-freezing and bursting-into-pieces attack? [8D]
For a melting effect of the severed limbs I suppose you to use a fading timer?
While the iced mob is being bursted you should deactivate the bleeding function (only for 0.001 seconds or so) to prevent blood coming out of a frozen body.
* set the world's speed to 0.3: Bladex.SetTimeSpeed(0.3)
* according to the player's character wrote 4 defs that overwrite the animation factors in \Lib\AnmFact.py:
Code: Select all
FACTOR = 3 def BarbSpeed(): global FACTOR Bladex.SetAnimationFactor("Bar_g_01",4 *FACTOR) etc....
To make this method work at all, these defs have to be scheduled so that they take effect 0.1 seconds or so after the map loaded,
You can recognize some (!) effect, but it is very strange. I can't recommend this method but also can't think of another one...
But I did not have gave it closer testings.
Have a look at the file \Lib\AnmFact.py. There are not sooo many animations listed.
You only need 4 defs, one for each player character type, with an argument, with the argument being the time factor:
Code: Select all
<font color="red"> def BarbSpeed(FACTOR): Bladex.SetAnimationFactor("Bar_g_01",4 *FACTOR) #here all the other lines of \Lib\AnmFact.py for the barb def AmazSpeed(FACTOR): #here all the other lines of \Lib\AnmFact.py for the amaz</font id="red">
Code: Select all
<font color="red"> SET_TO = 3 #or whatever player = Bladex.GetEntity("Player1") kind = player.Kind[:len(player.Kind)-2] if (kind == "Barbarian"): BarbSpeed(SET_TO) elif (kind == "Amazon"): AmazSpeed(SET_TO) elif (kind == "Dwarf"): DwarfSpeed(SET_TO) elif (kind == "Knight"): KnightSpeed(SET_TO)
For some reason a "Bladex.SetTimeSpeed(1/FACTOR)" does not work. You need a decimal value, such as 0.3 in the ( ).
One disadvantage of this method is that ALL player type characters on the map (hostile barbarians, amaz, dwfs, kgts) would get the player's time speed - those are then at the same "matrix time level" as the player.
Btw. I have had some testings with icing enemies. It is so great and really fun. Looks promising [:p]
Further complication is, what factor would you set them to. There might be a default factor (1?)
btw. 3 is an integer value in Python. 3.0 is a float value.
If you divide 1 by 3 the answer will be 0 as Python will round the answer down to the next lowest whole number.
If you divide 1.0 by 3.0 the answer will be 0.3333333etc
........discovered that just the other day.[:I]
The freeze spell works OK now. I want to make the frozen pieces melt away leaving a puddle of water if I can. [:p]