Man eating plant q
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Man eating plant q
Firstly I forgot the exact name of it.
Secondly I have an idea. Those plants do not move so they are much easier to kill than any other creature. I think we should balance them by adding something like 2000 damage. It real life that plant wiil eat you with one "attack". So why shouldn't we do this ? And it'll really compensate it's immobility.
Secondly I have an idea. Those plants do not move so they are much easier to kill than any other creature. I think we should balance them by adding something like 2000 damage. It real life that plant wiil eat you with one "attack". So why shouldn't we do this ? And it'll really compensate it's immobility.
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My opinion is that it should simultaneously paralyze/severely poison you BUT ONLY WITH ITS FIRST ATTACK. this way, it is like you are being chewed away at - plus argonians (black marsh will have this creature too) will be resistant to their damage.
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Stalker, your ideas are always great. I think the camuflage of those plants should be taken off when they attack. They would be invisible untill they would strike. Also they have to be REALLY dangerous. I mean if there would show up that kind of plant in Tamriel it would have to be prepared for fighting some badass warriors . People don't like to be eaten and propably they would try to kill all the men-eating-plants... I could make some drawings of my ideas of men eating plants if you want.
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I don't think it should have camo (if you understand an invisibility as camo). It's natural camo is being a plant. And when it attacks player will understand that it's dangerous. Till the end of the game. So he will shoot all those on sight. That's why I recommend it be so "uber". Paralyzation, poison, extra damage, maybe add bleeding effect after been attacked by the plant. it will have only one chanse in the history of humankind to attack by surprise. So player should remember that attack.
BTW Majra why wouldn't you create a thread for disscussion of creature's stats ? Maybe ppl can suggest something interesting ?
BTW Majra why wouldn't you create a thread for disscussion of creature's stats ? Maybe ppl can suggest something interesting ?
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When fighting the creature ingame (their habitat is my claim), I noticed the script does not work. You see the creature looking around, and when you get up to it it doesnt do anything other than keep looking around.
I think the first part is he assigned the wrong animations to be played, but the part that makes it attack you is most definitely missing.
I think the first part is he assigned the wrong animations to be played, but the part that makes it attack you is most definitely missing.
"Crashing the game is an innovative way of alerting the player that they've finished the quest, but I'm not sure that's the kind of innovation we're looking for." - Sload
Somehow the animations of creatures are linked to attacking. I tried to make a jellyfish once out of the betty netch. I got it to bob around in the ocean nicely but no matter how hostile I made it ( even when I attacked it ) it wouldn't fight.
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That what I'm trying to say. Once being attacked by it the player will remeber it's look forever. That's why it must be a bit uberish.Razuriel[^*^] wrote:Then they could be visible for the ones that know how they look like.
Gone bying myself a crossbow to fight those flowers
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Hi, I'm the one that wrote the script for this plane. I have an idea of why the plant isn't atacking you. Maybe you're not close enough. I used a script to make the plant nonhostile if you are out of range.sirwootalot123 wrote:When fighting the creature ingame (their habitat is my claim), I noticed the script does not work. You see the creature looking around, and when you get up to it it doesnt do anything other than keep looking around.
I think the first part is he assigned the wrong animations to be played, but the part that makes it attack you is most definitely missing.
The range is fairly short because if the creature goes hostile when the player is out of range, it will move. We can't have a plant moving around if it's rooted to the spot.
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Well, it is SUPPOSED to normally be in a position that makes it look very similar to a type of vine (retextured trama roots) that grows EVERYWHERE in the jungle. Also, majra made an excellent low-poly thick underbrush mesh which is used heavily in this jungle - they grow around rocks and trees; as do the killer plants. thus, they will be really quite easy to miss even if you're looking out for them.
As for its stats, I suggest to keep its current health, but make it have a spell that does paralyzation and damage health 3 points for 60 seconds - but make its magicka low enough so that this attack can only be administered once. Afterward, its regular attacks should be around 5-10 damage, the suprise root attack being 15-20 damage.
As for its stats, I suggest to keep its current health, but make it have a spell that does paralyzation and damage health 3 points for 60 seconds - but make its magicka low enough so that this attack can only be administered once. Afterward, its regular attacks should be around 5-10 damage, the suprise root attack being 15-20 damage.
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The thing is, it NEVER got hostile, and was ALWAYS looking around, whether I was 100 feet or 2 feet away.The Mad God wrote: Hi, I'm the one that wrote the script for this plane. I have an idea of why the plant isn't atacking you. Maybe you're not close enough. I used a script to make the plant nonhostile if you are out of range.
The range is fairly short because if the creature goes hostile when the player is out of range, it will move. We can't have a plant moving around if it's rooted to the spot.
I know how the script should work, but it isnt working.
Last edited by sirwootalot123 on Sat Aug 21, 2004 5:46 pm, edited 1 time in total.
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Hey guys,
I don't know why the script isn't working for any of you, it works fine when I play test it.
Anyway, as for the attacks of the plant, all of your ideas make sense if the plant had a diet of only humans/mer. The idea I have of the plant is that it feeds primarily on small creatures (lizards, rats, etc...). I think that a 10 second paralysis would not be unreasonable if the plant only had enough magic to do it once.
I know that this wouldn't make the plant very challenging, but it's not meant to be a boss monster or anything. Really, it is there to add ambience and kill lower level characters. It has to be hand-placed, meaning no levelled lists, so it will be a permanent fixture in the jungles. It might not be able to put up a huge fight, but it should surprise most characters, and break up the monotony of the limited creature selection. A lot of the monsters I make are there to make the game more interesting and aesthetically pleasing, not necessarily to gut your player in two seconds.
Vorrhies
I don't know why the script isn't working for any of you, it works fine when I play test it.
Anyway, as for the attacks of the plant, all of your ideas make sense if the plant had a diet of only humans/mer. The idea I have of the plant is that it feeds primarily on small creatures (lizards, rats, etc...). I think that a 10 second paralysis would not be unreasonable if the plant only had enough magic to do it once.
I know that this wouldn't make the plant very challenging, but it's not meant to be a boss monster or anything. Really, it is there to add ambience and kill lower level characters. It has to be hand-placed, meaning no levelled lists, so it will be a permanent fixture in the jungles. It might not be able to put up a huge fight, but it should surprise most characters, and break up the monotony of the limited creature selection. A lot of the monsters I make are there to make the game more interesting and aesthetically pleasing, not necessarily to gut your player in two seconds.
Vorrhies
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agreed, its not a man eating plant to start off. Notice the size of it, why would it be that size if it ate mer?
so yes, I agree 100% with you vorrheis
so yes, I agree 100% with you vorrheis
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Screw it, I'm back for sweet sweet TR
Uldar Gerzae: Expect no dodgeballs out of my arse. Though if something were to shoot out of me nether regions it mgiht be wise to dodge it all the same
This is still cool though, but I'd like to add emphasis to the necessity of very similar-looking plants that are harmless (I know yur makin one already) but perhaps make it have fruit that looks like the head of the Esurio Vridis.
So strange this place. Far from the marsh.
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To be honest I really don't like that model How could a stalk thin like that carry a head which is that big? I don't mean to be rude but I think You should rearange the model and make it more stable by making the main stalk fatter and adding some stems. I think the idea is great and if you'd make the model more realistic it would be quite a challenge to live in a world with such creatures.
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how can people shoot fire from their hands? how come when the weather is clear you still can only see 1000 feet in front of you? how can lizard-people talk? how can one province be a wintery hell, while the one next to it is at the same latitude but is a calm forest?
in other words,
WHO CARES?
thats such a stupid little problem that it is hardly worth mentioning - however, the model DOES need tweaking, like maybe physiquing the head part or making the head texture less bland.
in other words,
WHO CARES?
thats such a stupid little problem that it is hardly worth mentioning - however, the model DOES need tweaking, like maybe physiquing the head part or making the head texture less bland.
"Crashing the game is an innovative way of alerting the player that they've finished the quest, but I'm not sure that's the kind of innovation we're looking for." - Sload
Hey,
If you are having problems with the script, it is because you set the monster as 'no movement' in the movement type. It should be set at 'walking'.
Also, if you are an expert at the tensile strength of all cellulosic materials, please feel free to critique the proportions of the head and stem.
Last, this model has been completed for a long time. If someone wants to do a re-skin for the head, I'd love to see it. We tried to keep the textures toned-down so that the plant isn't overly visible from a distance.
I'm sorry if I'm being gruff and sarcastic. I'm still on my first cup of coffee.
Grump
If you are having problems with the script, it is because you set the monster as 'no movement' in the movement type. It should be set at 'walking'.
Also, if you are an expert at the tensile strength of all cellulosic materials, please feel free to critique the proportions of the head and stem.
Last, this model has been completed for a long time. If someone wants to do a re-skin for the head, I'd love to see it. We tried to keep the textures toned-down so that the plant isn't overly visible from a distance.
I'm sorry if I'm being gruff and sarcastic. I'm still on my first cup of coffee.
Grump
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the head texture is bland on purpose, the head is light, it doesnt have anything in it, we used the same proportions (even more realistic) than what a real flytrap would act like (to adjust for the increase in size versus weight)
The problem with the dynamics is a problem whoever encountered has, not the creature.
The problem with the dynamics is a problem whoever encountered has, not the creature.
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Screw it, I'm back for sweet sweet TR
Uldar Gerzae: Expect no dodgeballs out of my arse. Though if something were to shoot out of me nether regions it mgiht be wise to dodge it all the same
Screw it, I'm back for sweet sweet TR
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Thanks vorrheis! that should solve my problem, because I indeed did set it at "no movement" instead of "walking" (I thought if i did that the plant would chase me ).
"Crashing the game is an innovative way of alerting the player that they've finished the quest, but I'm not sure that's the kind of innovation we're looking for." - Sload
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Aw shmack! Sirwootalot123! If you see it that way let's make some machineguns and put them in - WHO CARES? Let's make people walk on their hands and elves on their ears - WHO CARES? Let's put in anything that comes to our minds- NOONE CARES! I never thought you'd say something like that. If you don't care and everything is just "ok", Tamriel Rebuilt will be another crapy game with some good parts. The idea is GREAT, and the model is quite good. I thought it could be better...sirwootalot123 wrote:how can people shoot fire from their hands? how come when the weather is clear you still can only see 1000 feet in front of you? how can lizard-people talk? how can one province be a wintery hell, while the one next to it is at the same latitude but is a calm forest?
in other words,
WHO CARES?
thats such a stupid little problem that it is hardly worth mentioning - however, the model DOES need tweaking, like maybe physiquing the head part or making the head texture less bland.
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ha you are ridiculous. Have you even played it or are you just lookin at a single screenshot? cause I can't believe you woudl say that if you were informed about it. And again vorrheis knows more about creatures than anyone on this forum, with the exception of maybe Lord G, who is a biologist.
And as he said, if you know more about that subject lets here, if you are just talkin about some screenshot, and think it doesnt look perty, then I dont wanna hear it.
And as he said, if you know more about that subject lets here, if you are just talkin about some screenshot, and think it doesnt look perty, then I dont wanna hear it.
R:6 I:22 N:30
Screw it, I'm back for sweet sweet TR
Uldar Gerzae: Expect no dodgeballs out of my arse. Though if something were to shoot out of me nether regions it mgiht be wise to dodge it all the same
Screw it, I'm back for sweet sweet TR
Uldar Gerzae: Expect no dodgeballs out of my arse. Though if something were to shoot out of me nether regions it mgiht be wise to dodge it all the same