Shoot it down targets

Post » Fri May 13, 2011 7:41 am

Is it possible to make a target, and when you shoot it, it falls down. I am going to make a castle soon, and I was wondering if I could do something like that for an workable siege. So, you get a ballista or something, you shoot at targets on the ground, you are on the wall or a tower or something, the ballista hits some targets, they fall down. That way, you can make a working siege, without uber lag.
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Eibe Novy
 
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Post » Fri May 13, 2011 1:04 pm

I recommend taking A look at this spell: MQ16DagonAreaAttack1 (upto 5).

This spell makes NPC's and other Havok stuff fly into the air and fall to the ground. Maybe you could use it for the siege weapon you have in mind?
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Michelle Serenity Boss
 
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Post » Fri May 13, 2011 9:19 am

I recommend taking A look at this spell: MQ16DagonAreaAttack1 (upto 5).

This spell makes NPC's and other Havok stuff fly into the air and fall to the ground. Maybe you could use it for the siege weapon you have in mind?

I dont want to use NPCs cause that would create insane lag... What I want for the siege, you are shooting at targets on the ground anyway you can, bow, magic, ballista, catapult, whatever. Each time you hit a target, or multiple targets with an AoE spell, ballista bolt wich goes through multiple targets, rock or whatever from catapult, you knock down whatever you hit. At regular intervals, enemy NPCs climb the ladder onto the wall, or use a siege tower, and fight you. Everytime NPCs go onto the wall, however many NPCs there are on the wall, that many targets disapear. If you hit a target, then the NPC affiliated with that target will not climb the wall. I want to know

A) Is that possible?

B) If so, how can you do it?
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Robert Jackson
 
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Post » Fri May 13, 2011 8:23 am

A) Is that possible?


Possible, http://www.youtube.com/watch?v=DRxm5LjP7hg, My profile contains many other instances of these types of objects -> they are basically activators with animations some up to 40 animations the most important Sequence is the Unequip sequence as this is the sequence that allows activators to drop into Havok, some of my later work not shown I also calculate origin of the attack and layer multiple animations also take into account direction of the attacker and type of attack along with some randomness so things do not just fall over the same way every time -> a spell effect is also a good way to apply force to an activator after its been dropped into Havok because the original spell/attack that set off the Unequip sequence will not apply any force to the Activator since the spell explosion happened before the Havok state was enabled.

B) If so, how can you do it?


https://sites.google.com/site/saidenstorm/oblivion3dsmaxanimationtutorial, I do not do squat in Blender but there are some good tutorials for that Program around the Wiki and its own set of Tutorials.
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Rudy Paint fingers
 
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Post » Fri May 13, 2011 1:56 pm

Possible, http://www.youtube.com/watch?v=DRxm5LjP7hg, My profile contains many other instances of these types of objects -> they are basically activators with animations some up to 40 animations the most important Sequence is the Unequip sequence as this is the sequence that allows activators to drop into Havok, some of my later work not shown I also calculate origin of the attack and layer multiple animations also take into account direction of the attacker and type of attack along with some randomness so things do not just fall over the same way every time -> a spell effect is also a good way to apply force to an activator after its been dropped into Havok because the original spell/attack that set off the Unequip sequence will not apply any force to the Activator since the spell explosion happened before the Havok state was enabled.



https://sites.google.com/site/saidenstorm/oblivion3dsmaxanimationtutorial, I do not do squat in Blender but there are some good tutorials for that Program around the Wiki and its own set of Tutorials.

So it is only possible if you shoot the thing twice? And is it possible only using the CS? Cause I dont have whatever your tutorial is made for, or blender or anything. All I want to know is can you make something, where if you hit it it falls over, doesnt smash or break into a bunch of different pieces like anything remotely close to what I was talking about in your video, it just falls over and prevents an NPC from spawning.
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Ross Zombie
 
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Post » Fri May 13, 2011 4:36 am

*bump*

Anyone? All I need to know is how to make it so when you shoot the target, it stops an NPC from spawning.
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Celestine Stardust
 
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Post » Fri May 13, 2011 5:23 pm

So it is only possible if you shoot the thing twice?


You can set it to drop at any point you want -> Dropping an Activator into havok does not always equate to having something fall over especially if the pieces that are Havok Enabled fit together exceedingly well -> if you want to avoid that you can set the collision shapes to interpentrate (~Slightly) and as soon as they are Havok Enabled they will push each other away.

And is it possible only using the CS?


Yes, but ONLY for objects that Beth set up to do this which there are very few -> ARMaladaWallCrumble should work I can not remember exactly what changes I made to this.nif but if any all I did was add a Phantom Collision Trigger -> a few of the other activators would be fairly easy to get working.

Cause I dont have whatever your tutorial is made for, or blender or anything. All I want to know is can you make something, where if you hit it it falls over, doesnt smash or break into a bunch of different pieces like anything remotely close to what I was talking about in your video, it just falls over and prevents an NPC from spawning.


Other then creating Activator.nifs that will function correctly the only other method would be to use scripting and script an object to fall over taking into account every position and rotation change annoyingly over process intensive to be honest I refuse to install mods that do this simply because they sap FPS and tend to look like S**T in-game.
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victoria johnstone
 
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Post » Fri May 13, 2011 2:14 pm

You can set it to drop at any point you want -> Dropping an Activator into havok does not always equate to having something fall over especially if the pieces that are Havok Enabled fit together exceedingly well -> if you want to avoid that you can set the collision shapes to interpentrate (~Slightly) and as soon as they are Havok Enabled they will push each other away.



Yes, but ONLY for objects that Beth set up to do this which there are very few -> ARMaladaWallCrumble should work I can not remember exactly what changes I made to this.nif but if any all I did was add a Phantom Collision Trigger -> a few of the other activators would be fairly easy to get working.



Other then creating Activator.nifs that will function correctly the only other method would be to use scripting and script an object to fall over taking into account every position and rotation change annoyingly over process intensive to be honest I refuse to install mods that do this simply because they sap FPS and tend to look like S**T in-game.

Ok, I think I have figured out how to do most of, need to figure out 3 things though. What I can do, is just make it a movable clutter object, so you hit it it will just fall over like anything standing that is movable (ei a warhammer on a weapon rack, you bump into it, it falls over) but there are 2 problems. I have no idea how ot make the object, or how to tie it to an NPC so that when hit, the NPC will not spawn, and when an NPC spawns, the corresponding target disapears. So you can either knock all targets, kill all NPCs, or knock down some targets and kill some NPCs. And then it can move forward, but thats, not necessary.
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Tanika O'Connell
 
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Post » Fri May 13, 2011 3:29 pm

*bump*

Anyone know this?
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Lynne Hinton
 
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