Demoralize Player?

Post » Tue Jan 19, 2016 1:23 pm

Hi Everyone,



First time poster here (but long time MW player)! I was wondering if anyone would be able to help with this at all? I have an idea for a mod I would like to make that would allow NPCs to cast spells that would normally be reserved for the player alone - things like Demoralize and Rally etc. I know how to get the game to detect when this effect is active on the player, but does anyone know if it's possible to control player movement via a script at all?



For example, an NPC casts Demoralize Humanoid on the player, which causes the player to turn around and run in the opposite direction (or in random directions, similar to the Fear effect in games like World of Warcraft etc). Further examples could be calm, which would force the player to sheathe their weapon/unready their spells etc, or Rally, which would put them into combat stance and make them run towards the aggressor (that last one could be a bit tricky as it might depend on unique IDs).



I'm aware that removing control from the player for too long would be very annoying, so I wouldn't want anything the NPCs could cast to have a particularly high duration, but it's always seemed a bit jarring to me that the player is the only Breton/Khajiit/Redguard/Whatever in the world who's completely immune to these effects and it could be interesting to force the player to adopt a different approach when dealing with mysticism or illusion casters.



I'm not at all sure how well this would be implemented in practice, so it's not 100% that I'll be able to finish this, but any ideas or criticisms or whatever on how this could be implemented would be very much appreciated! :liplick:

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Lawrence Armijo
 
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Post » Tue Jan 19, 2016 2:33 pm

Some recent advances in the MCP allow the playing of scripted animations for the player. That's probably a good place to start. I doubt you can actually turn the player's perspective, but you could force 3rd person and perhaps play an animation of the PC running away from the direction he was facing. I've never tested these animation functions so I don't know how they work with movement, but setpos is always an option

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Epul Kedah
 
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Post » Tue Jan 19, 2016 5:20 pm

That's a really good idea, thank you! I think forcing third person for the duration would be a good way to go. I haven't had much experience with custom animations so I might play around with that a bit tonight to get the hang of it. I was reluctant to use setpos on it's own (just because I was worried it'd look like the player was 'gliding'), but in conjunction with a custom running animation that sounds like it would work really well!



Thank you Greatness7! :)

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Peter P Canning
 
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