Searching for a mod for testing

Post » Sun Mar 14, 2010 4:06 pm

I'm back to MW and I want to make a new version of Better Music System. At this moment I want to add a new feature, underwater music (among others). As for exterior cells, it seems for what I could see that it is enough to check the z coordinate of the player to control if he/she is underwater, but I need more testing tobe sure.

What I need now is a mod that includes interiors acting as exteriors, since I don't know if the same method works for them as well. Could someone tell me what mod to download?
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Eileen Müller
 
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Post » Sun Mar 14, 2010 9:00 pm

Princess Stomper's Mournhold Expanded springs to mind, but it is quite a large download...
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Samantha hulme
 
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Post » Mon Mar 15, 2010 3:02 am

Not sure if it is possible, but if basing the music off of the 'z' coordinate doesn't pan out, would writing a script checking for the use of the swim animation be possible?
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Marie
 
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Post » Mon Mar 15, 2010 3:25 am

What I need now is a mod that includes interiors acting as exteriors, since I don't know if the same method works for them as well. Could someone tell me what mod to download?
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1779 by Dale Stocker & Fernelf has some submerged interiors that you could use for testing.
It is not so easy to test for player underwater in interiors, as there is not a "GetInteriorBehavingAsixterior" like function, a possible detection method in interiors is testing for player swimming sounds. Here is a (untested) example script
begin ab01underWaterCheckScript; interior water check based on Zappara's temperature mod script; player must be moving / not levitating to emit splash soundsshort goodWatershort pcUnderWaterfloat z1if ( GetInterior )	if ( player->GetSoundPlaying "FootWaterRight" )		set goodWater to 1	elseif ( player->GetSoundPlaying "FootWaterLeft" )		set goodWater to 1	else		set goodWater to 0	endifelse	set goodWater to 1endifif ( goodWater )	set z1 to ( player->GetPos Z )	set z1 to ( z1 - GetWaterLevel )	if ( z1 < -64 )  ; this is just an example, probably it would be better change -64 to something good for all races		set pcUnderWater to 1	else		set pcUnderWater to 0	endifendiffloat delayif ( delay > 0 )	set delay to ( delay - GetSecondsPassed )	returnendifif ( pcUnderWater )	MessageBox "player under water detected"	set delay to 4endif end

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Rebekah Rebekah Nicole
 
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Post » Sun Mar 14, 2010 11:47 pm

Very interesting abot, however it seems that with that method the player must keep swimming to emit sounds, but if he/she stops? Although, yes, indeed this can be used with some adjustment. What I've done is much simpler 'cause it seems that every object/static in game with negative z coordinate is underwater, it did sound strange to me at first but maybe it's just how the world's been built. And I wanted to not make underwater music trigger if you just wanted to pass through a river without plunging.

EDIT: another thing, I'm not going to make u/w music for interiors, I'll leave tombs/caves/etc music as they are now, even if there is water in them.
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Agnieszka Bak
 
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