Page 1 of 1

[WIP] Swamp Throw

PostPosted: Mon Dec 17, 2012 1:50 am
by PineappleBaron
I have begun the design of a new Morrowind mod I called Swamp Throw. The mod introduces a sport to the land of Morrowind, played by locals in the swampy regions of Vvanderfell, because well NPCs are sick of standing in one spot and spouting dialogue to every two-bit adventurer that passes by.

The sport is played by two teams of 5, 1 Thrower, 2 Tackles and 2 Blockers. Each team attempts to throw a ball of magical energy (On target spell) through 2 M high goalposts spaced 15 M apart suspended in the air from a single pillar 6 M tall. Where the goalposts diverge from the central pillar is a large deck for the blockers to stand on who will attempt to stop it from entering the goal. The tackles job is to both defend the thrower from the opposition's tackles as well as to tackle the opponent's thrower.

This will be my first mod not counting exercise mods from tutorials. I am looking for some tips from the community on the following subjects:

- Score displaying (thinking of popping up a subtitle box after every score, not sure how to go about making a scoreboard)
- Making the blockers attempt to run into the spell
- Detecting when the spell goes through the  goal (having an object that goes across the goal space that gets hit?)
- Tackle priorities (Need to make them attack Throwers after knocking an enemy down with Hand to Hand combat, also need to prolong knockdown time when tackles go down)
- Timing

Re: [WIP] Swamp Throw

PostPosted: Mon Dec 17, 2012 9:47 am
by Melchior Dahrk
Very interesting idea; I can't comment on everything. But I really don't think there is a TRUE way to make an NPC walk into the path of a spell (aka detect the trajectory of a spell). Also, the spells would always be going to the exact same location unless you a) have a moving invisible target (might be the best choice) or b) have multiple static targets which the players randomly target.

With that said, you might be able to somehow fake the goalie into blocking the spell by moving to a new location when a spell is cast by an opponent.

The scoreboard shouldn't really be that hard. Simply detect when a hit is scored on the target (maybe detect a drop in health? GetHealth?) and then activate or inactivate a unique mesh with the proper number displayed (you'd have a different mesh for 01, 02, 03... 09, 10, 11)

Just throwing out thoughts, I'm no scripter.

Re: [WIP] Swamp Throw

PostPosted: Mon Dec 17, 2012 4:08 pm
by PineappleBaron
Much appreciated Melchior Dahrk.