[Relz] Welcome to the Arena! v4.0 (Final)

Post » Sun Aug 15, 2010 9:44 am

Thanks! (I completely forgot about that.) ^_^
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Arrogant SId
 
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Post » Sun Aug 15, 2010 8:30 am

Could anyone give their opinion on if they think this is better/worse than the Gladiator mod?
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Mariaa EM.
 
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Post » Sun Aug 15, 2010 8:27 am

DEFINITELY better! :)
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Cool Man Sam
 
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Post » Sun Aug 15, 2010 2:42 am

Er..., could you be more specific?
I was to about to ask the same question piinyouri asked. I have Gladiator in my game and I'm may consider switching to Kalamestari_69's mod. I'm curious about the differences between the 2 mods.
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jessica Villacis
 
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Post » Sun Aug 15, 2010 9:35 am

As I recall, this mod takes the idea of the original gladiator mod, and greatly improves upon it.
It's more stable, and less glitchy, and has much more functionality.
The two are not compatible, as they both do the same thing, but "Welcome to the Arena!" does it all better.
(I sure think it does, anyway!) :)
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John N
 
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Post » Sun Aug 15, 2010 5:39 am

So far i've tested this update and i can say that it's 75% done. Still testing some things and fixing some bugs if there is any ( i bet there is some ). I'll release it immediately once it's completely done.

Kalamestari_69
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marina
 
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Post » Sun Aug 15, 2010 9:06 am

Awesome! :D
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Meghan Terry
 
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Post » Sun Aug 15, 2010 1:10 pm

Ok, now i have a little problem here. I was testing a new scipt on the door of the Bloodworks, so that when it is activated, it teleports player with positioncell to the arena. This purpose is simply not to have the PC have companions during the fights. Well scipt worked fine, it teleported me to the pit, but my opponent wasn't there.

So i'm asking about how to check if player has companion/s with him/her and how to prevent them to join the fight? Of course, during the team battle, you can have a arena partner that can join you to the pit.

Kalamestari_69
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Brιonα Renae
 
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Post » Sun Aug 15, 2010 2:46 am

Ya know, looking through this thread I gotta say this mod sounds great.. except for one thing. In vanilla there are fighters with various different sets of armor on, saying they fight there too. This gives the appearance of people being able to bring the armor they trust or a family traditional armor etc.. now in OB this is excused because there aren't that many fighters, and they use their armor in the fights, but MW is different.

So my question is how is this handled? Surely it has to come full circle, so as to explain all that. Say like a "common" battle where anything goes as long as you don't leave or levitate. (gotta think of the crowd too after all) Maybe have it available under certain conditions and like if you lose, you lose a piece of armor you wore, but win and you get something different than simple gold out of it. (something that could be gained repeatedly without unbalance and have different possibilities) Sorta like a high stakes fight.

That way the dialogue matches up and the spirit of the MW arena is preserved.
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Manuel rivera
 
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Post » Sun Aug 15, 2010 4:24 am

- There are three different types of cuirasses. Light, medium and heavy, as well as valor cuirasses

Could you create an Arena Battle Shirt/Outfit or something like that so that unarmored players are not penalized in their armor rating by being forced to wear armor?
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Miss K
 
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Post » Sun Aug 15, 2010 2:59 am

Ok, now i have a little problem here. I was testing a new scipt on the door of the Bloodworks, so that when it is activated, it teleports player with positioncell to the arena. This purpose is simply not to have the PC have companions during the fights. Well scipt worked fine, it teleported me to the pit, but my opponent wasn't there.




maybe the opponents are placed under the condition"if CellChanged"....

the positionCell command isn't considered a CellCHanged.

You could workaround it by changing the "If CellChanged" condition to a global variable only, like

If MyGlobalVariable == 1set MyGlobalVariable to 0PlaceATme Fighter 1 1 1

etc...
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Andrea Pratt
 
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Post » Sun Aug 15, 2010 8:27 am

Could you create an Arena Battle Shirt/Outfit or something like that so that unarmored players are not penalized in their armor rating by being forced to wear armor?


the problem with it is that the shirt would be covered by the cuirass.
A robe can cover the cuirass, but when the pc wears a robe, the chest, groin and upper legs and upper arms, disappear.

I guess it could be made with the pauldrons, but then you cannot wear one of your favourite pauldrons...

EDIT: according to my tests, no, a pauldron used as cuirass works, but would be overwritten by a real cuirass.
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Anthony Diaz
 
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Post » Sun Aug 15, 2010 5:39 am

the problem with it is that the shirt would be covered by the cuirass.
A robe can cover the cuirass, but when the pc wears a robe, the chest, groin and upper legs and upper arms, disappear.

I guess it could be made with the pauldrons, but then you cannot wear one of your favourite pauldrons...

EDIT: according to my tests, no, a pauldron used as cuirass works, but would be overwritten by a real cuirass.



I think what he meant, was could you add an unarmored option, assuming you have your light/medium/heavy armor options available, why not have an unarmored option in the form of a shirt available as well?
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Jamie Lee
 
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Post » Sun Aug 15, 2010 4:33 am

maybe the opponents are placed under the condition"if CellChanged"....

the positionCell command isn't considered a CellCHanged.

You could workaround it by changing the "If CellChanged" condition to a global variable only, like

If MyGlobalVariable == 1set MyGlobalVariable to 0PlaceATme Fighter 1 1 1

etc...


I did that now. Worked fine, but then i encountered some other bugs i didn't notice earlier. When match was arranged, i go to the pit, well combatant is there, but then:

- Crowd was there, but i didn't hear their cheering sounds
- Spikes were there even if it wasn't ranking match. Also they didn't deal any damage when i jumped/ran at them
- when i killed my combatant, i return to the bloodworks, get my price, return to the pit and all the things i listed above were "still" there.

Maybe i should but scripts to the doors that lead to the bloodworks that do the PositionCell command to the bloodworks?

the problem with it is that the shirt would be covered by the cuirass.
A robe can cover the cuirass, but when the pc wears a robe, the chest, groin and upper legs and upper arms, disappear.

I guess it could be made with the pauldrons, but then you cannot wear one of your favourite pauldrons...

EDIT: according to my tests, no, a pauldron used as cuirass works, but would be overwritten by a real cuirass.


You mean if i make unarmored Battle Pauldron, i should make it as cuirass and set it's armour rating to 0? Could that do the trick?

Kalamestari_69
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Damien Mulvenna
 
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Post » Sun Aug 15, 2010 6:38 am

I did that now. Worked fine, but then i encountered some other bugs i didn't notice earlier. When match was arranged, i go to the pit, well combatant is there, but then:

- Crowd was there, but i didn't hear their cheering sounds
- Spikes were there even if it wasn't ranking match. Also they didn't deal any damage when i jumped/ran at them
- when i killed my combatant, i return to the bloodworks, get my price, return to the pit and all the things i listed above were "still" there.


it is due to the global variables in their scripts.
Make sure the global variable that checks it the battle is on, is properly used as condition for the disable/enable command in their scripts.

You mean if i make unarmored Battle Pauldron, i should make it as cuirass and set it's armour rating to 0? Could that do the trick?


I believed povuholo asked for a shirt to use above the cuirass, so a PLayer could still use an "Arena UNiform", but also his favourite cuirass, under the shirt. Then I realised he meant just a shirt for unarmored players, who don't use cuirass at all.
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NAtIVe GOddess
 
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Post » Sun Aug 15, 2010 5:13 am

Then I realised he meant just a shirt for unarmored players, who don't use cuirass at all.

Yes. Currently you'd get disqualified if you don't wear the arena armor, so my idea for the shirt was to have a way to enter the arena unarmored without getting disqualified.

On the other hand if you add a shirt it could be used to 'cheat' because it would allow someone to still wear his own strong armor by simply wearing an arena shirt under it... Unless you can make the shirt take up both the shirt and cuirass slot.
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SEXY QUEEN
 
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Post » Sun Aug 15, 2010 6:33 pm

Sounds like a great mod, I′ll wait for the next release to download and play this :). Hopefully you will be able to sort out the problems you mentioned without too much work.
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мistrєss
 
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Post » Sun Aug 15, 2010 6:22 am

Glad to see that "best level is 15-55 to do it" part in the ReadMe. Being able to be champion of the Oblivion Arena anywhere below level 20 is just stupid.
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Liv Staff
 
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Post » Sun Aug 15, 2010 3:40 am

it is due to the global variables in their scripts.
Make sure the global variable that checks it the battle is on, is properly used as condition for the disable/enable command in their scripts.


Now i found the true culprit. It turned out to be the script in the door that led to the arena pit from the bloodworks.

Here is the script:

Begin Arena_no_company_script;Prevents player's companions from following him/her to the pit;Checks for team battle companions if player has asked them to join him/herif ( OnActivate == 1 )	if ( Arena_fight == 1 )		if ( ArenaCompanionFollowing == 0 )			Playsound "Door Latched One Open"			Player->positioncell 7, -721, -365, 0 "Vivec, Arena Pit"		elseif ( ArenaCompanionFollowing == 1 ) ;This is Domas			Playsound "Door Latched One Open"			Player->positioncell 7, -721, -365, 0 "Vivec, Arena Pit"			"arena domas"->positioncell 90, -721, -365, 0 "Vivec, Arena Pit"			Set ArenaCompanionFollowing to 0		elseif ( ArenaCompanionFollowing == 2 ) ;This is Vinvanil			Playsound "Door Latched One Open"			Player->positioncell 7, -721, -365, 0 "Vivec, Arena Pit"			"Arena vinvanil relas"->positioncell 90, -721, -365, 0 "Vivec, Arena Pit"			Set ArenaCompanionFollowing to 0		elseif ( ArenaCompanionFollowing == 3 ) ;This is Fadali			Playsound "Door Latched One Open"			Player->positioncell 7, -721, -365, 0 "Vivec, Arena Pit"			"Arena fadali sathren"->positioncell 90, -721, -365, 0 "Vivec, Arena Pit"			Set ArenaCompanionFollowing to 0		endif	elseif ( Arena_fight == 0 )		Activate	endifendifEnd


Yes. Currently you'd get disqualified if you don't wear the arena armor, so my idea for the shirt was to have a way to enter the arena unarmored without getting disqualified.

On the other hand if you add a shirt it could be used to 'cheat' because it would allow someone to still wear his own strong armor by simply wearing an arena shirt under it... Unless you can make the shirt take up both the shirt and cuirass slot.


So, is there a way to remove any cuirasses you're wearing when you equip battle shirt?

Kalamestari_69
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Juliet
 
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Post » Sun Aug 15, 2010 3:40 am

If you want to remove pre-equipped armor, perhaps you could "force-equip" dummy armor, and then remove it.
Then you could script it so that removing the shirt during the battle gets the player disqualified.
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Taylah Haines
 
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Post » Sun Aug 15, 2010 7:53 am

I just wanted to say this is one of my favorite mods. Great job!
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JUan Martinez
 
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Post » Sun Aug 15, 2010 9:38 am

If you want to remove pre-equipped armor, perhaps you could "force-equip" dummy armor, and then remove it.


Well, how do i remove armor that is equipped after i've equipped the shirt?

Kalamestari_69
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Naomi Lastname
 
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Post » Sun Aug 15, 2010 10:27 am

I've tested all standard matches and i can say that all of them works as they should be.

Now i'm going to change some things in champion matches and once that's done, i will make some new meshes for some things. Once all of those are done, i will do the final testing.


Edit: Does anyone know a way to add spiked collar from http://www.uesp.net/wiki/File:TR-creature-WarDurzog.jpg to http://www.uesp.net/wiki/File:BM-creature-wolf-snow-2.jpg? Can it be done in NifScope?

Kalamestari_69
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Ray
 
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Post » Sun Aug 15, 2010 8:14 pm

Well, how do i remove armor that is equipped after i've equipped the shirt?


I'm not sure... I thought it could be done through scripts, but perhaps not... Sorry I couldn't be more help.

I'm glad that you're nearing completion though. I really like this mod.
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Lilit Ager
 
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Post » Sun Aug 15, 2010 7:13 am

I'm not sure... I thought it could be done through scripts, but perhaps not... Sorry I couldn't be more help.


Well, thanks for helping me anyway.

Kalamestari_69

Edit: Does anyone know a way to add spiked collar from http://www.uesp.net/wiki/File:TR-creature-WarDurzog.jpg to http://www.uesp.net/wiki/File:BM-creature-wolf-snow-2.jpg? Can it be done in NifScope?

Kalamestari_69


Forget this post everybody. I solved it out just now.

Kalamestari_69
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Facebook me
 
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