Mummy

Old and generally outdated discussions, with the rare hidden gem. Enter at your own risk.

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Majra
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Post by Majra »

oh man... Im gonna try to erase my memory on these nasties... and hope when I play the released mod I wont remember it, and be walking, and let the scariness begin

Awesome work guys... hopefully a mix of "alive" and static ones will still get me :D
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
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vorrheis
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Post by vorrheis »

We're going to make this happen.
Try to forget all you want, but when you enter an ancestral tomb and you don't know which mummies are going to attack you, the fear will come back.
Not to mention, wait until I figure out how to make rotting zombies come out of the ground. Mwa ha ha!

I'm so deliciously evil!
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Majra
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Post by Majra »

I had an idea about how to do this, basically it involved having part of the mesh being the ground, and having it shuffle and move as the mummy came up

I can definetly map how to do it in my mind, but the problem is the animating it, which Im not to great at

*edit more explaination* basically the earth movement would be stagnent except the first animation set where it shuffles as he comes up
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
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vorrheis
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Post by vorrheis »

Mad God,

Here is the mummy to use for the script. Idle2 is the seated idle. Idle3 is him standing up. Don't forget to turn idle chances to 0 for those two. It's kind of funny if you don't. The mummy walks a little bit, then plops down, then stands up and walks around some more. It's good if you like slapstick.

Vorrheis
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vorrheis
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Post by vorrheis »

Umm, forgot to attach.
The Mad God
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Post by The Mad God »

Okay, all downloaded. Once I'm done with the testing, I'll post the completed script I used.

This sort of scripting could come in handy for Dwemer sentries and other creatures that would hide as statics until the player got close enough to atack. (I guess I got a taste for that sort of thing with the Imperfect.)
Assassinace
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Post by Assassinace »

Well for the zombies you could make an idle animation that has them as a fresh pile of dirt and then create animations that bring them out. Or you could create a pile of dirt as an activator that creates the zombies with the animation.
The Mad God
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Post by The Mad God »

I finished the script work on the Ash Mummy. (It would have been easier if idle3 didn't loop, but no biggie.)

I sent my test mod to vorrheis.

The script I used (which should also apply to any other hide-in-plain-sight monsters we use) is as follows:

Sorry, I forgot the copy and paste doesn't work in the TESCS. Does anyone know if there's a workaround?
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Majra
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Post by Majra »

@ Assassinace, I dont think morphing works in TESCS

the way to make max do it is make a dirt pile that is compiled of chunks, that start just at the surface of the dirt, then as the mummy is activated to attack the dirt moves up and away forming a hole(have a black circular piece that makes it look like a hole) then have the mummy grapple its arms up and come out (the mummy would be placed under ground until the script runs... Im not sure if you are able to place things underground that are creatures that wont make em pop out of the ground... it would have to be placed perfectly so the animation would work right, but if it did itd be worth 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
Yinnie
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Post by Yinnie »

Mad God,
Try:
Ctrl-C (Copy) on the higlighted scripts in TESCS. And the Ctrl-V (Paste) it somewhere else. It used to work for me...

Yinnie.
The Mad God
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Post by The Mad God »

For that, I hereby will to you my first fishy stick given to me by Captain Elrad himself in the time before they had pictures.

I have been trying to get copy and paste to work for years!!

Finally I can have a scripting library I can work on outside the TESCS!

Right now, I'm tweaking the mummy script a little because of a few minor glitches, but once it's done, I'll post the completed version.
The Mad God
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Post by The Mad God »

Here's the version I sent vorrheis:

Begin AshMummyScript

;written by Nicholas Perry (The Mad God)
;March 11, 2004
;Version 2.0

float playerdistance
short mummystate
float timer
short OnPCHitMe

if ( mummystate == 0 ) ;on the ground
PlayGroup "idle2"
set playerdistance to GetDistance player
if ( playerdistance < 300 )
set mummystate to 1
endif
if ( OnPCHitMe == 1 )
set mummystate to 1
endif
endif

if ( mummystate == 1 ) ;getting up
PlayGroup "idle3"
set mummystate to 2
endif

if ( mummystate == 2 ) ;waiting for mummy to get up
set timer to timer + GetSecondsPassed
if ( timer > 2.2 )
set mummystate to 3
endif
endif

if ( mummystate == 3 ) ;standing
PlayGroup "idle"
set mummystate to 4
if ( GetHealth <= 0 ) ;if player killed it already
PlayGroup "death1"
else
SetFight 100
StartCombat Player
endif
endif

End AshMummyScript
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vorrheis
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Post by vorrheis »

The script is gold, thanks to The Mad God. The mummy is en route to Greybeard, who will give it appropriate sounds. You can all expect to see this thing on the next island of Dr. Moreau.

Vorrheis
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