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The Ability To Fly
Topic Started: Jun 5 2017, 10:50 AM (260 Views)
Nayshayva
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Emerald Dragon
[ *  * ]
I saw on other servers implemented the ability to swim. Is it possible the same principle to make the ability to fly? If so,is it in future plans? :rolleyes:
The problem you can eat - is not a problem.
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Scintilla
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Mistress of Mayhem
Dungeon Master
MimiFearthegn,May 27 2017
07:00 AM
Mr_Otyugh,May 26 2017
12:12 PM
It's also fairly apparent that the "flying" in it is actually a spherical walkmesh helper (or more likely a ramp, since they didn't even fly through, making multiple walkmesh connect is tedious), and likely triggers that changes walk-animation to fly animation upon entry. That's why the landing and flying followed such a clear pattern...

Also, I don't think they ever released those animations. Just the swimming ones.

http://z13.invisionfree.com/nwn2planescape...post&p=40020124

:)
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Nayshayva
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Emerald Dragon
[ *  * ]
Scintilla,Jun 5 2017
11:00 AM
MimiFearthegn,May 27 2017
07:00 AM
Mr_Otyugh,May 26 2017
12:12 PM
It's also fairly apparent that the "flying" in it is actually a spherical walkmesh helper (or more likely a ramp, since they didn't even fly through, making multiple walkmesh connect is tedious), and likely triggers that changes walk-animation to fly animation upon entry. That's why the landing and flying followed such a clear pattern...

Also, I don't think they ever released those animations. Just the swimming ones.

http://z13.invisionfree.com/nwn2planescape...post&p=40020124

:)

I won't be able to read this amount of text without training,as not very well know English. Could you give me a specific answer?
The problem you can eat - is not a problem.
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Tomekk
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Dark Soul
[ *  *  *  *  *  *  *  * ]
Nayshayva,Jun 5 2017
02:12 PM
I won't be able to read this amount of text without training,as not very well know English. Could you give me a specific answer?

Short answer: No.

Long answer: It wasn't released and would require new walkmeshes for each and every area, which is way more trouble than its worth.
"From the realms below we ride,
And in terror they run and hide,
From the shadows of old we rise,
Awakened, from the dark!

Over the ancient ruins we fly,
Where the old kings go to die,
And the new kingdoms rising high,
Awakened, from the dark, dark slumber!"
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Mr_Otyugh
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Dungeon Master
It's not even needing new walkmeshes in every area, it'd need duplicate areas. You can't both walk and fly in same position. The "flying" is just invisible walkmesh above which you have custom walk/run animation on effectively. So... yeah.
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SyntheticRose
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Resident Flower Girl
Builders/scripters
Swimming could be nice to have, though! A swimming animation for the Plane of Water, perhaps?
Lirisa ~ bartender at the Three Dragons.
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Brynn ~ vampire Mercykiller.
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MimiFearthegn
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Mistress of the Toolset / Player-Side Admin
Admin
It could! We can't put it in combat areas, though, because swimming has no combat animations.

Swimming also does not support wings or tails.
Do not hesitate to send me a PM if you:
- Have questions about building, or joining the Dev Team
- Want to join or start an event for the Mercykillers, Fated, or Signers
- You have been waiting more than 2 days for me to post in an IC forum thread
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Niryain
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Anarch at Heart
[ *  *  *  * ]
NWN1 'flight' was implemented as basically the dimension door we know and love here with just a small animation as you go up and another as you went down after your 'teleport'.
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Also I sometimes play on the server I guess.

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fearknight2003
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Prime
[ *  * ]
Speaking as someone who has no idea how any of the game functions:
NWN2 actually seems to be 2D, mechanically. AoE attacks stick to the ground, instead of going over hills. You can't jump or climb.
To represent flight, you could raise the character's model off the ground, raise their speed, change the animation temporarily, and put a tag on shorter melee weapons (daggers, shortswords, things like that) that stops them from hitting a flying character. They can still be hit by spells, ranged weapons, and polearms. They can still be hit by, say, a dragon's natural weapons.
Again, though, I don't know the first thing about coding, programming, or scripting, so take anything I say is possible with a grain of salt.
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MimiFearthegn
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Mistress of the Toolset / Player-Side Admin
Admin
fearknight2003,Jun 10 2017
04:15 PM
To represent flight, you could raise the character's model off the ground, raise their speed, change the animation temporarily, and put a tag on shorter melee weapons (daggers, shortswords, things like that) that stops them from hitting a flying character. They can still be hit by spells, ranged weapons, and polearms. They can still be hit by, say, a dragon's natural weapons.

Yes, you could do this, in theory. This is basically how, say, the "flying" imps/mephits work.

The short weapons not hitting you could be a bit of a pain to implement.

The issue, as with almost all movement related things, however, is animations. Yes, there is a very slow hover animations in KEMO, but this only works for females. So we'd need at least a male version before we tried something like this. And you would only be able to move (no combat animations), and even then, only along the same path the non-flyers move (walkmesh constraints).
Do not hesitate to send me a PM if you:
- Have questions about building, or joining the Dev Team
- Want to join or start an event for the Mercykillers, Fated, or Signers
- You have been waiting more than 2 days for me to post in an IC forum thread
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