搜索结果: *

  1. Improving Hunting

    jik 说:
    SHC,

    Since the deer are horses (I asume) could you not just mount invisible troops on thier back?
    Wouldn't the AI aim too high?
  2. Improving Hunting

    Ah, thanks. Those are good ideas, as always, jik. After the player has made the deer to flee by shooting one or getting too close, I'll continually check the distance between the player and the closest deer. If the deer get far enough away, they escape, the hunt is over, and the deer party is removed completely. In that way, the distance of escape and the speed of the deer will be the timer.

    Another thing: I'm going to try and get AI troops to shoot at them by putting invisible enemy troops inside the deer. I'll let you all know how that goes. The only problem I see with that is that the collision boxes of troops might be too big, but I'll keep checking the health of the invisible troops and adjust the deer's health accordingly.
  3. Improving Hunting

    My mod is currently using Highlander's hunting mod. You can obtain the full source from Age of Machinery's source. The deer are spawned on the map as horses and are made to flee from the player with (agent_set_scripted_destination). Unfortuantly the deer cannot completely elude the player...
  4. Official 3D art thread - Warband

    @Soil: Pen modelled as ordered, {sir/ma'am}! I've not yet followed all of the tutorials; I'll be sure to go back and do those.
    pen.png

    pen-1.png
    can i has mad skillz nao?

    Hmmm... I see some places where it could be improved. It seems I was a bit too hasty.
  5. Official 3D art thread - Warband

    Soil 说:
    That buildings tells me you don't have much experience with modelling. If you really want to get into making the models I suggest you get blender and do the first few(20? 30?) tutorials of 'from noob to pro' and then try to model some things you have on your desk, maybe a pen or a monitor, so you get a hang of modelling. Then try that again and you'll see you'll have a much easier time being creative!
    You're quite right; I've little experience with modelling. Thank you for the advice.
  6. Official 3D art thread - Warband

    I need new building models for my mod. Creating them is not my favorite part of modding.
    house.png

    This is my first try.  If you've not already met, the little guy is Adam. He seems to be the height of the player model used in the game, so he's handy for measuring. You can find him in town_houses.brf.
  7. Windows Vista

    When you're in the Mount and Blade main folder, is there a button that reads "Compatability Files"? If there is, click that. Sometimes Vista seems to put things somewhere else for reasons known only to itself.
  8. Shout mod?

    Keedo420 说:
    Creating custom animations however is a little trickier.
    I thought this was impossible due to limitations with Thorgrim's BRF editor. I've heard (or, rather, read) tales of someone who could make custom animations by a means not thoroughly understood. I don't think that likely, as such a person would have shared his secrets, unless he was a very selfish sort.
  9. SP Sci-Fi Starship Troopers MOD.+ .(OK. -Release+!)

    The lack of a download link indicates that you have no intention of releasing it. One must ask oneself why you have chosen not to do so.
  10. Version .808 Mods Question

    You want the .808 installer. The module system is not required. Just put the mods in M&B's Module folder as you would with 1.011 and they should work.
  11. Blacksmithing

    Of course, real bladesmiths don't throw crap together and hope something good comes of it. I could overlook that, but what kinds of materials should it be possible to add? Weapons are made out of metal and there doesn't seem to be much variation in the type of metal.

    This is driving me crazy. All right, I could run around like this forever. It's better to make the mod, release it, and have people hate it. I'll just get a mini-game running and go implement all the other stuff I want.

    Again, you've all been a great help. I've not suffered for lack of awesome ideas, but only from personal indicisiveness.
  12. Blacksmithing

    I'm trying to give the player other career options besides the usual conqueror role. I hope to make these career paths like combat in that the skill points matter, but there's also a great degree of player skill involved.

    Well, now that I think of it, if I'm to pull that off, the mini-games must be rather complex. Instead of going the DDR route though, I could add, as was suggested, a vast variety of ingredients that would require experimentation to produce the desired results. I think I'll look into making recipes randomly generated to allow new experimentation with each new game. I like that. Different weapons will require different materials, forge temperatures, target damage levels, et cetera. I'll do that.

    You've all been a great help. I'll keep you posted on my progress.
  13. Blacksmithing

    My apologies for the double post.

    All right, so I've been messing around with some ideas. The damage threshold idea put forward by jik is highly similar to what I had planned. It's easy to implement. In fact, it was nearly complete at the start of this topic.

    I tried to implement something like Dance Dance Revolution where there's a certain window in which to perform an action. That's proving to be somewhat more difficult to implement, but, in truth, I didn't work with it for very long, so it may yet work. I'm not too sure that I like this one. I've never played anything like DDR so I can't really say.

    I've also tried to decipher what Ash_Mantle is saying. It's not for any lack of clarity from Ash_Mantle, but, rather, a certain degree of stupidity from me. I'm currently messing with calculating the item quality based on the rate of damage a <insert time unit here>, but I don't think that's what he meant.

    I think it's likely that I'll take MountainBlade's and jik's suggestions for now, since they'll be simplest to implement and move on to other things. I can come back to this.
  14. Blacksmithing

    jik 说:
    Remember your looking at designing a "mini-game", not a smithing simulation.
    Exactly. Blacksmithing is only a part of a bigger mod I have planned.

    Well, I've much to consider. I'll try a few approaches and see what works best and which I like better.

    How does this "Craftmod" accompish crafting?
  15. Blacksmithing

    So, at each interval (y), I check to see how much damage (x) the player has done. If it isn't the right amount, the quality (z) is changed based on the difference between the target amount and the damage that was done. At the end, the quality is checked against some numbers and assigned the modifiers. Is that what you're saying?
  16. Blacksmithing

    Thanks for the links. I read some of the articles and I need to decide just how complicated I plan on making this process.

    For the shaping of the blade, I think I'll use a combination of what Ash_Mantle and jik suggested. The player will need to apply the target amount of damage to the billet, as jik described, but also with the billet in varied positions, as Ash_Mantle said. Some points of the billet will require more or less damage to achieve the correct shape.

    About forge-welding: I think it would be fun to allow the player to experiment with combining different metals for the weapon like this. I can't experiment to see what the real effects of such combinations would be, so I could add rare fictional metals that can be added to achieve new weapon properties.

    I'll also need to do some research on the properties of various ores.
  17. Help

    Here is a good place to start.
  18. Blacksmithing

    Yes, another very good idea. Well, while I try to decide exactly how I'm doing to do this, I can start working on things that definitely need to be done no matter how the mini-game is played, like modelling smithing tools, making new metals and ores, and modeling the smithy interior. One more question: are modifier bits hardcoded? I would like to add new modifiers for the different metals (chipped steel broadsword, heavy bronze battle axe, et cetera).
  19. Blacksmithing

    Ash_Mantle, those are some excellent ideas. This gives me much to ponder.
    Ash_Mantle 说:
    Another mechanic to stick in, though, might be how often the metal is moved or the bellows are pumped, which might be keyed to temporary infantry commands like the formation work in Native Expansion. Or there might be an easier way. Or you might do something using the player's position relative to the forge. But the point is there's more to blacksmithing than heat and hammer-blows; where and how you hit matters as much as how the metal is lying. These might be hard to do in a detailed fashion, though I suppose an approach utilizing a sort of compass that shows the 'position' or orientation of the metal changing using button interrupts from the player might work if the modeling doesn't seem useful.
    So the ideal amount damage must be dealt more than once, with the metal in different positions?
    Ash_Mantle 说:
    While I'm at it, another idea's popped into my head - one do it with forge-welding if you introduce new ores. That way, the amount of heat over time and damage over time begin to do different things to the metal...
    What sort of "different things"? I should probably use my righteous Google-Fu to do a little research about forge wielding. Learning something about weapon/armoursmithing probably wouldn't hurt too.

    kt0, I definitely using the Vanguard system down the road. I've something else planned for which that system would be well suited, I think.

    MountainBlade, thanks. That definitely solves the problem.
后退
顶部 底部