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Avariel and Drangonari and flying to a waypoint
Posted: Fri Feb 24, 2006 4:24 pm
by anodynes
I know this was done on another server but I have no ideas on how to script it. Basically, I was looking for some way to move character from point A to point B (over several areas) similiar to how a caravan works.
Now the different here is that I was thinking of using this 'caravan' idea for creatures that had wings (such as Avariel and Drangonari if they could actually fly)... i.e. a PC that had wings would have an item or even an option in the radial menu, etc that could be used to fly from one spot to another. The one thing is it should be based on a held item and not require the PC to be at any specific waypoint, etc (therefore can't be based on a conversation or stationary activation object).
This would be very limited flying where a PC had only a limited number of specific waypoints to fly to. I imagine this has been done before considering NWN has been out for over 4 years... any ideas?
Disclaimer: I am not looking to agrue any points about flying in Avlis. I am trying to come up with something for a pet project I have, nothing more.
Posted: Fri Feb 24, 2006 4:36 pm
by anodynes
Alright, I have a start... never thought to search for "jump" heh.
http://www.avlis.org/viewtopic.php?t=55437
Trouble is though, that script would be a position to move to within range. I still need something that would reference a waypoint in some other area in the module.
Posted: Fri Feb 24, 2006 5:06 pm
by IceThorn
For limited flight maybe it could function the same as the psionic Dimension Door? Just have them moving with wings flapping instead of the DD visual FX. That'd be cool to be able to flap over cliffs, etc. like DD allows.
Posted: Fri Feb 24, 2006 5:10 pm
by Fuzz
If you're gonnna let them fly, they should get an ECL or something... as it stands now, there aren't enough drawbacks to the race to balance the flight. D&D's core system works on a simple give/take setup wherein you have to give something to get something... this is why the baseline human, which has nothing special about it, gets an extra feat and extra skillpoints.
Posted: Fri Feb 24, 2006 5:11 pm
by IceThorn
Fuzz wrote:If you're gonnna let them fly, they should get an ECL or something... as it stands now, there aren't enough drawbacks to the race to balance the flight. D&D's core system works on a simple give/take setup wherein you have to give something to get something... this is why the baseline human, which has nothing special about it, gets an extra feat and extra skillpoints.
Completely agree. If they're given a "flight feat" they should have an ECL. And limited uses/day on flying (exhaustion).
Posted: Fri Feb 24, 2006 5:14 pm
by Nighthawk4
I would say that the DD-style brief hop is as far as this should go. That would make some sense IC. Any real flying would be too much - it would give them a huge bonus over other classes, IMHO.
I doubt that this would be allowed in Avlis anyway. Maybe the short hop?
Please?

Posted: Fri Feb 24, 2006 5:16 pm
by IceThorn
Nighthawk4 wrote:I would say that the DD-style brief hop is as far as this should go. That would make some sense IC. Any real flying would be too much - it would give them a huge bonus over other classes, IMHO.
I doubt that this would be allowed in Avlis anyway. Maybe the short hop?
Please?

I'd love to see a short hop ability with ECL=3 and a few other limitations (like maybe alignment/class restrictions) - otherwise everyone will be playing Avariels.
Posted: Fri Feb 24, 2006 5:18 pm
by Nob
Well 3E Avariel have a bunch of racial modifiers in addition to their ability to fly and have a level adjustment of +3...so maybe that might work better overall.
Posted: Fri Feb 24, 2006 5:30 pm
by DanishPastry
*hops and frantically flaps wings*
Posted: Fri Feb 24, 2006 5:36 pm
by anodynes
Look, I love you all... really I do, but you forgot my disclaimer up there:
anodynes wrote:
Disclaimer: I am not looking to agrue any points about flying in Avlis. I am trying to come up with something for a pet project I have, nothing more.
First, this is not for Avlis. I don't DM for Avlis. For what its worth, the ECL is +3.
Now, getting back on track, can anyone help me with the scripting?
At this point I am stuck with Dimension Door, but I can't tell them to DD to a point that you can't see from where your standing can I?
anodynes wrote:Trouble is though, that script would be a position to move to within range. I still need something that would reference a waypoint in some other area in the module.
I need something that takes me to a waypoint beyond visual range and beyond the distance my mouse can click.
Posted: Fri Feb 24, 2006 5:38 pm
by Final Shinryuu
Nighthawk4 wrote:I would say that the DD-style brief hop is as far as this should go. That would make some sense IC. Any real flying would be too much - it would give them a huge bonus over other classes, IMHO.
I doubt that this would be allowed in Avlis anyway. Maybe the short hop?
Please?

This is the code I wrote to do this.
Final Shinryuu wrote:Code: Select all
void main()
{
location lTarget = GetItemActivatedTargetLocation();
object oPC = GetItemActivator();
effect eFly = EffectDisappearAppear(lTarget);
float fDuration = 5.0;
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eFly, oPC, fDuration);
}
It is exactly that, a short hop to the target area. It has a five second transition time in the air, but that can easily be changed to anything. It has the PC do the flying jump off the screen animation, and then fly back down onto the target point.
Posted: Fri Feb 24, 2006 5:41 pm
by anodynes
Final Shinryuu
Thanks for all that work... I saw it in another thread. Now, can you make it work to a waypoint location or some point way far away in a different area?
For instance, maybe I have a tower area with a roof on it. The character can fly from the ground up to the roof. The roof is in a different area than from where the PC started.
Posted: Fri Feb 24, 2006 5:42 pm
by Fuzz
Final Shinryuu wrote:Nighthawk4 wrote:I would say that the DD-style brief hop is as far as this should go. That would make some sense IC. Any real flying would be too much - it would give them a huge bonus over other classes, IMHO.
I doubt that this would be allowed in Avlis anyway. Maybe the short hop?
Please?

This is the code I wrote to do this.
Code: Select all
void main()
{
location lTarget = GetItemActivatedTargetLocation();
object oPC = GetItemActivator();
effect eFly = EffectDisappearAppear(lTarget);
float fDuration = 5.0;
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eFly, oPC, fDuration);
}
It is exactly that, a short hop to the target area. It has a five second transition time in the air, but that can easily be changed to anything. It has the PC do the flying jump off the screen animation, and then fly back down onto the target point.
This is really cool.
Posted: Fri Feb 24, 2006 5:44 pm
by Final Shinryuu
I use that code on a widget item on Hades, which I gave to the inventory of all of our winged NPC's. So, when I spawn and possess a whatever, I just quickslot it's flying item quick, and it can fly around and freak out the PC's!
Posted: Fri Feb 24, 2006 5:51 pm
by Zyndro
It'd be nice if this were implemented for species that are supposed to be able to actualy fly (wyrrmling, pseudodragon, fairie, gargoyle, harpy, eyebal familiar thingie, etc.) with use limits/exhaustion effects.
Posted: Fri Feb 24, 2006 5:59 pm
by Czarcasm
anodynes wrote:Now, can you make it work to a waypoint location or some point way far away in a different area?
For instance, maybe I have a tower area with a roof on it. The character can fly from the ground up to the roof. The roof is in a different area than from where the PC started.
In order to do that, you'd have to have some type of system for your area tags to determine distance you want to fly, waypoints in the area that hold a list of points to which you can fly, or store locations where you can fly as variables on the area. For exmaple, in your tower area, you have waypoint tags stored as local strings on the area and make the fly conversation cycle through these variables to give you destination choices. This is almost impossible to do as an on-the-fly (no pun intended) system, but you could make it work if you setup specific destinations in the toolset. That's probably as clear as mud.
Posted: Fri Feb 24, 2006 6:04 pm
by Aloro
Though anodynes was clear about this, it bears repeating for the rest of you: Avariel and Drangonari do not fly, nor will they.
- Aloro
Posted: Fri Feb 24, 2006 6:12 pm
by Fuzz
Czarcasm wrote:anodynes wrote:Now, can you make it work to a waypoint location or some point way far away in a different area?
For instance, maybe I have a tower area with a roof on it. The character can fly from the ground up to the roof. The roof is in a different area than from where the PC started.
In order to do that, you'd have to have some type of system for your area tags to determine distance you want to fly, waypoints in the area that hold a list of points to which you can fly, or store locations where you can fly as variables on the area. For exmaple, in your tower area, you have waypoint tags stored as local strings on the area and make the fly conversation cycle through these variables to give you destination choices. This is almost impossible to do as an on-the-fly (no pun intended) system, but you could make it work if you setup specific destinations in the toolset. That's probably as clear as mud.
You could use a transition system that simply doublechecks your race tag and thus grants you access or not. That's the lame way of doing it.
Posted: Fri Feb 24, 2006 6:23 pm
by apandapion
Fuzz wrote:If you're gonnna let them fly, they should get an ECL or something... as it stands now, there aren't enough drawbacks to the race to balance the flight. D&D's core system works on a simple give/take setup wherein you have to give something to get something... this is why the baseline human, which has nothing special about it, gets an extra feat and extra skillpoints.
If you are whipping out the ECL stamp, don't forget half-nymphs. +4 to a spellcasting ability score is worth at least as much as the ability to make a limited number of short flights.
Fuzz wrote:Final Shinryuu wrote:
It is exactly that, a short hop to the target area. It has a five second transition time in the air, but that can easily be changed to anything. It has the PC do the flying jump off the screen animation, and then fly back down onto the target point.
This is really cool.
404 uses it in a place or two. I've always thought that it uses a "parabolic effect" similar to how Issac's missles travel along track.
Posted: Fri Feb 24, 2006 7:22 pm
by Fuzz
apandapion wrote:Fuzz wrote:If you're gonnna let them fly, they should get an ECL or something... as it stands now, there aren't enough drawbacks to the race to balance the flight. D&D's core system works on a simple give/take setup wherein you have to give something to get something... this is why the baseline human, which has nothing special about it, gets an extra feat and extra skillpoints.
If you are whipping out the ECL stamp, don't forget half-nymphs. +4 to a spellcasting ability score is worth at least as much as the ability to make a limited number of short flights.
It's only +2, (+5 to Cha) and look at their other score and their favored class. As I recall, they get -2 Wis and have Druid as a Favored Class. Might have been -2 Int, though, I forget.
Posted: Fri Feb 24, 2006 7:35 pm
by Micah
Aloro wrote:Though anodynes was clear about this, it bears repeating for the rest of you: Avariel and Drangonari do not fly, nor will they.
- Aloro
All you have to do anyway is be an avariel psion crafter of angadar, and spam DDoor and Accelerate, and emote *Flies super duper fast!!one!*
Posted: Sun Feb 26, 2006 8:33 pm
by EvokedShade
Micah Ormane wrote:Aloro wrote:Though anodynes was clear about this, it bears repeating for the rest of you: Avariel and Drangonari do not fly, nor will they.
- Aloro
All you have to do anyway is be an avariel psion crafter of angadar, and spam DDoor and Accelerate, and emote *Flies super duper fast!!one!*
minus the Angadar part of course

Posted: Mon Feb 27, 2006 6:08 pm
by anodynes
Czarcasm wrote:anodynes wrote:Now, can you make it work to a waypoint location or some point way far away in a different area?
For instance, maybe I have a tower area with a roof on it. The character can fly from the ground up to the roof. The roof is in a different area than from where the PC started.
In order to do that, you'd have to have some type of system for your area tags to determine distance you want to fly, waypoints in the area that hold a list of points to which you can fly, or store locations where you can fly as variables on the area. For exmaple, in your tower area, you have waypoint tags stored as local strings on the area and make the fly conversation cycle through these variables to give you destination choices. This is almost impossible to do as an on-the-fly (no pun intended) system, but you could make it work if you setup specific destinations in the toolset. That's probably as clear as mud.
1) I could have this "fly" act like a return stone where upon activation (as a return stone works with death) you transition to one of several places... trouble with that system is that it can only be one place at a time. You touch a return stone and tell it to set your return spot ahead of time. I would like to have 4 locations a PC could fly where they could pick any spot randomly and at will without having to set the destination ahead of time.
2) My second thought is to only allow flying to occur from the tops of towers... this could be based on something like ... "there is too much fog all the ground so your race would never try to take off from ground level... you need a high vantage point."
In this way, PC flys from tower top to tower top and is restricted to more of a caravan setup where you must use a start location and then must select a final destination. There are scripts out there to do caravan runs... I am sure they could be modified to run only with a race having a certain item.
3) The real way I want to do this is to allow a PC to fly from anywhere to several specific, limited locations (well anywhere outside with open sky... so they can't be indoors or underground). The advantage is they reduce their travel time across the globe and don't have to run through 10 area transistions. If this was used on Avlis (and it won't be) it would be like traveling from Elf Gate to Derrington Keep.
So I still search for a way to travel from any point in any area with a final destination setup based on several choices on a held item. hmm.
Posted: Mon Feb 27, 2006 7:34 pm
by Tigg
just so you know, the PRC download pack has as part of it, the 'Jump' skill, which can allow you to do things like jump over chasms and obstacles. To incorporate some limited type of flying ability in the context of the PRC stuff, you could just give a large bonus to that skill, for that race.
Posted: Tue Feb 28, 2006 1:46 pm
by anodynes
Tigg wrote:just so you know, the PRC download pack has as part of it, the 'Jump' skill, which can allow you to do things like jump over chasms and obstacles. To incorporate some limited type of flying ability in the context of the PRC stuff, you could just give a large bonus to that skill, for that race.
I are you talking about something linked over
here?
Perhaps: Player Resource Consortium's PRC Pack 2.2MB Download (Ext.)
... thanks