New Mod idea: Ships

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Llew2

Cheap ass bum
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would it be at all possible to add ships?
I don't know much about the editor but I think it would be really neat to have ships.
I can make the models ok but I don't if it's possible to do the rest of it

So, if somebody could enlighten me, I would appreciate it. :smile:
 
hey


Did you try to use the search cos this has been saggested before.
But as far as ive read its impossible, but thats what they said about guns.







_____________
Killer Rat
 
Guns have always been possible. They were in an early beta of the game, but removed.

Ships would be tricky, but there's some smart folks around here. If it's in any way possible I'm sure it will be done.
 
Nairagorn said:
Guns have always been possible. They were in an early beta of the game, but removed.

Ships would be tricky, but there's some smart folks around here. If it's in any way possible I'm sure it will be done.
Thorgrim and I were playing with a pirates mod a while ago. It's not possible yet, but when Armagan incorporates a teleport operation in the next version of M&B, that might solve the problem we were running into.

Nonchalantly,
Winter
 
Winter said:
Nairagorn said:
It's not possible yet, but when Armagan incorporates a teleport operation in the next version of M&B,

INFORMATION LEAK! Well, maybe. Let the speculation arise (maybe in a different thread in off-topic or Discussion).

I remember moths ago I tried the Unofficial Editor, it mentioned ships in there.
 
Yes, you can make the player a boat, set the spawn point for the main party in the water and then sail around... I posted some shots of that a while ago. Only issue was npcs dont like the water atm.

Teleporting may help npcs have boats too, but it would need a nasty hack...
 
Thorgrim said:
Yes, you can make the player a boat, set the spawn point for the main party in the water and then sail around... I posted some shots of that a while ago. Only issue was npcs dont like the water atm.

Teleporting may help npcs have boats too, but it would need a nasty hack...
If teleporting NPC ships onto water doesn't crash the game, I can code it easily enough.

Disjunctively,
Winter
 
But how would you make it work? It would basically have to be a horse, wouldn't it? And I thought we couldn't edit skeletons yet?
 
Just try what I said if you have some spare time... there is already a ship model.

Actually I just remembered, post 0.710 you need to copy some models from stratergy_misc_data.brf into map_icons.brf or another brf. The 2 ships are in stratergy_misc_data which is no longer loaded. Since ships don't need animation it would be simple to make a new icon for it anyway.

The only problem we had was spawning npcs in the water... the game just crashed when winter was trying it.
 
thanks for the help guys.
my general idea was to have the ships kind of like on land, where you have your party on your ship and you sail around and when you meet bad guys you just bump into them, the the battlefield is just the two ships side by side so you can fight on either one....a boarding party and all that good stuff.
there wouldn't be canons or anything

you would have to have several places around the map where you could port
 
thats exactly the idea that several people, myself included, have suggested. as he just said though, the only problem is spawning enemies.
 
That's been suggested before too, but as I said then... wouldn't the water animation still be attached to what was now the land? That might look a little odd having water be still and land flow around. :wink:
I haven't tested it, but I imagine that would be the main problem.
 
well, what if you did this
use mountain tiles as shorelines
change the texture of some tile (say snowy forest or something) to look like water
use the new water tile for water and regular land tiles for land, with mountain tiles in between (perhaps changed to look like beach..) to keep land units from walking out to sea and vice-versa

then it would just be a matter of making units who appear to be boats and always spawn out in the 'sea' area
to move land units onto and off of boats you could add dialogues and passages for it


the problem i see is that there is no way to make sea battles, it would just take place in the scene it connects with the tiles you used (snowy forest)
 
Nice idea Raybur, but it would be decidedly odd to be attacked by a pirate ship and end up fighting bandits in a forest.
 
[P]aradox said:
Nice idea Raybur, but it would be decidedly odd to be attacked by a pirate ship and end up fighting bandits in a forest.

Hmmm, what if you took the big "new Base Scene" that Fisheye created. Set up an "indoor" scene, change the texture of the floor to water.

Using a 3d modeler, build two ships, side by side, with boarding planks betweend them - connecting them, etc. Then use that as the scene for your combat??

I guess the question is, can you control the scene you jump to for combat? - and thus force it to this scene, instead of defaulting to the random terrain associated with the tile you are on...

just a thought...

DE
 
What happens when someone falls in the "water"?

You can indeed have regular battles use static scenes like that with no generated terrain, with some reworking of the mission template.
 
Deus Ex said:
I guess the question is, can you control the scene you jump to for combat? - and thus force it to this scene, instead of defaulting to the random terrain associated with the tile you are on...
This is easy. You just edit the battle menus in module_game_menus.py, changing the scene jumps to (for example) scn_big_floor, instead of scn_generated_scene.

Partitively,
Winter
 
Janus said:
What happens when someone falls in the "water"?

You can indeed have regular battles use static scenes like that with no generated terrain, with some reworking of the mission template.

LOL - hey I didn't say I had ALL the answers. :wink:

Is there a way to make it so that if someone "falls into the water" they are instantly unconcious? If the party player falls in, can we invoke the "leave scene" code?

~shrug~

DE
 
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