Blackish_sheep said:nice
woshiboy you gotta put it in.. please
Janus said:Yeah, it would be a cool course to test out the different horses. See how each handles, and see how fast you can get through the course on it.
It's too bad the AI wouldn't know how to navigate the course. An idea does come to mind though based on your finish idea; waypoints in the track could have something to lance, and the racers would all be on the same team, with the targets on a different team. The AI would race for the closest enemy, so as each "waypoint" was killed, they would then aim for the next one. Of course if one got too far behind, he would get messed up completely. The course would have to be cordoned off well to prevent shortcuts (cheating). Hmm.... Don't know if it would be possible for the script to determine which racer won though. Also I kinda doubt the AI would prove a challenge in any case since horse maneuvering is rather simple.
Just percolating some thoughts around here, don't mind me.
After I finish up with the scripting for the latest version of my Arena Expansion mod, I can start playing around with this idea.
EDIT: and the finish idea is a rather good one, actually. That should work perfectly as a matter of fact. We could add a 1-hitpoint enemy with no armor or weapon, maybe even with it's own unanimated mesh (possible, right?)
mtf_one_lap_race = 0x000010
mtf_two_lap_race = 0x000020
mtf_three_lap_race = 0x000030
mtf_four_lap_race = 0x000040
mtf_five_lap_race = 0x000050
mtf_six_lap_race = 0x000060
mtf_seven_lap_race = 0x000070
Khalid ibn Walid said:Janus said:Yeah, it would be a cool course to test out the different horses. See how each handles, and see how fast you can get through the course on it.
It's too bad the AI wouldn't know how to navigate the course. An idea does come to mind though based on your finish idea; waypoints in the track could have something to lance, and the racers would all be on the same team, with the targets on a different team. The AI would race for the closest enemy, so as each "waypoint" was killed, they would then aim for the next one. Of course if one got too far behind, he would get messed up completely. The course would have to be cordoned off well to prevent shortcuts (cheating). Hmm.... Don't know if it would be possible for the script to determine which racer won though. Also I kinda doubt the AI would prove a challenge in any case since horse maneuvering is rather simple.
Just percolating some thoughts around here, don't mind me.
After I finish up with the scripting for the latest version of my Arena Expansion mod, I can start playing around with this idea.
EDIT: and the finish idea is a rather good one, actually. That should work perfectly as a matter of fact. We could add a 1-hitpoint enemy with no armor or weapon, maybe even with it's own unanimated mesh (possible, right?)
Hey, did anybody give this any more thought or experimentation?
I am thinking about including a horse-race in the Lombard Leagues mod. For citizenship purposes, I am (probably) going to introduce four "contrade" (quarters) in the home city. So, I'm naturally tempted to include a "palio" pitting the contrade's armed companies against each other.
I started doing a simple four-team brawl. But a wild horse-race through the city streets would be really more evocative of the palio. The course would be a narrrow, square track with barriers (cf. Palio of Asti, Palio of Siena, Palio of Ferrara, etc). I have heard some palio races do involve some lancing, so it wouldn't be too off to set this up as you suggest.
Yeah, Armagan was messing with races long ago (pre .700) but apparently set it aside. No idea if he plans to do more with it in the future or not. As far as I can tell though, those flags do nothing for now.fisheye said:If you look in header_mission_templates.py you'll see this:
Code:mtf_one_lap_race = 0x000010 mtf_two_lap_race = 0x000020 mtf_three_lap_race = 0x000030 mtf_four_lap_race = 0x000040 mtf_five_lap_race = 0x000050 mtf_six_lap_race = 0x000060 mtf_seven_lap_race = 0x000070
Looks like races are already planned for the Native module.
Probably won't have to do the whole "hit the target to finish" kludge, finish lines will probably be available in vanilla.