Training Dummies That Actually Raise Your Skills

Post » Sun Oct 18, 2009 11:28 am

I have always found it stupid that you always see people firing arrows or spells at training dummies, but when you do it, you skills don't develop! I want to try and create a dummy that will detect what skill the thing hitting it is using (Blunt, Marksman, Destruction, Illusion, etc.), and then advances that skill slightly. The problem is, I have no idea at all how to do this (or if it's even possible). It would be very nice if someone would show me how.

Thanks

:obliviongate:
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lucy chadwick
 
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Post » Sun Oct 18, 2009 10:37 am

If you're creating a new dummy, rather than trying to change the existing targets, you could just create an evil "creature" with extremely high health and health regeneration, with a total case of paralysis. then the game would give you credit at exactly the right rate.

There may even be a way to have an invisible one that you could place in front of a regular target, but there's the issue of which object the arrows stick into. Maybe a thin planar "creature" would work?
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Mrs shelly Sugarplum
 
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Post » Sun Oct 18, 2009 10:21 am

If you make the creature "owned" by the player, then you shouldn't ever even enter combat state (I think). An owned creature or NPC will never attack its owner regardless of how many times the owner hits it.
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Jonny
 
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Post » Sun Oct 18, 2009 12:18 pm

http://tesnexus.com/downloads/file.php?id=27259 make all training dummies actually train your skills. Check it out to see how it was done. NOTE: It requires OBSE.
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Chantel Hopkin
 
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Post » Sun Oct 18, 2009 9:39 am

Effectively, detect hits on the dummy (create an activator and use the onHit block or use getSoundPlaying && getCrosshairRef ) and then increment the appropriate skill using the OBSE XXXSkillXXX functions.
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Sandeep Khatkar
 
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