Necromancer
Is there any good way in which a tag-based necromancy spell could be created? I have done it using scripting but having thrall erupt from the same places gets a bit tedious after awhile, even when you make several locations that are randomly chosen. Has a tag based necromancy been done before? How would you go about accomplishing it?
- TarousZars
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I made a necromancer once. It used a combination of tags and scripting. You can test it out here.
You'll have to shift click new game for it to appear. I did a level based system. The deciever can summon 2 skeletons. After he gets so many kills (i dont remember how many) he can summon 4, then 6.
You'll have to shift click new game for it to appear. I did a level based system. The deciever can summon 2 skeletons. After he gets so many kills (i dont remember how many) he can summon 4, then 6.
- William Wallet
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Tarous, I tried your downloading your level but the when I opened the zip it kept giving me that "invalid format, download again" error.
As for Senex Silvae, it crashed on me a few minutes in, but I did disassemble it and look at the script. The Necromancy is scripted.
I was thinking something like the warlock in Throne of the Lich King, but I looked at that and it has script elements as well. IDK, Is it even possible to create an exclusively tag based Necromancy spell?
As for Senex Silvae, it crashed on me a few minutes in, but I did disassemble it and look at the script. The Necromancy is scripted.
I was thinking something like the warlock in Throne of the Lich King, but I looked at that and it has script elements as well. IDK, Is it even possible to create an exclusively tag based Necromancy spell?
For raising the dead the script isn't all that hard, but it's only really possible with script. You have all units that can be raised after death drop a projectile say called "Marker" (tag id 'mark'), then use a geometry filter to find any that are dropped, if one is found, take an invisible undead unit from somewhere (just place loads off the map edge), put it in place and make it visible.
You can also use the new scripted respawn system to handle that if you only want so many at once.
The only tag based solution is to either use a charm (the deceiver's binding dream) and pretend the units are now dead, but since they're 'fresh' they're not rotting corpses. Or you can create a projectile which behaves like a unit and attacks a target, this is done by using the unit's movement as a projectile sequence, then making it maintain a fixed height above mesh, give it a realistic starting velocity (for that unit) and guided turning speed. It can then reach an enemy, promote to an 'attacking' projectile and cause damage.
You can also use the new scripted respawn system to handle that if you only want so many at once.
The only tag based solution is to either use a charm (the deceiver's binding dream) and pretend the units are now dead, but since they're 'fresh' they're not rotting corpses. Or you can create a projectile which behaves like a unit and attacks a target, this is done by using the unit's movement as a projectile sequence, then making it maintain a fixed height above mesh, give it a realistic starting velocity (for that unit) and guided turning speed. It can then reach an enemy, promote to an 'attacking' projectile and cause damage.
Myrd wrote:Senex Silvae crashed you? On Myth II 1.5.1?
Senex Silvae crashed you? On Myth II 1.5.1?
Senex Silvae crashed on me on Myth II 1.5.1 build 261.
2006-06-28 01:46:47
Myth II Build 261 running under Win98 ----------------------------------------------
Scanning for software devices...
Found 1 to use
Scanning for Direct3D devices...
Found 1 to use
Scanning for 3Dfx devices...
Found 0 to use
Scanning for OpenGL devices...
Found 1 to use
Using GDI for Input
Mouse appears to have 2 buttons and 2 axes.
Initialized for DirectSound3D using COM
Loading Patch Files...
Patch 1.2
Patch 1.3
PlayMyth v1.2.1
PMI_Classic
Patch 1.4
Patch 1.4 Interface
Patch 1.5
Loading Patch Files Succeeded
Warning: Unable to find cutscene 'prologue.smk'.
Running Direct3D (RAGE FURY MAXX (English)) at 1024 x 768, 16 bit
Starting mesh "Senex Silvae" with 1 plugin...
Senex Silvae v1
Yes, Senex Silvae did crash on me in 1.5.1 as it also apparently did for Industry. And, yes, the summoning does need to be only in tags because I am making a tagset.
Haravikk, if it were to be a projectile, wouldn't that mean the zombie "projectile" would be one attack only because it is not controled by a monster tag and cannot follow the enemy. But, I guess this type of necromancy would work if the unit were a wight...
What about the golems in mazz, are they scripted? or tag based?
Haravikk, if it were to be a projectile, wouldn't that mean the zombie "projectile" would be one attack only because it is not controled by a monster tag and cannot follow the enemy. But, I guess this type of necromancy would work if the unit were a wight...
What about the golems in mazz, are they scripted? or tag based?