The Ability To Fly

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*Nayshayva
- Posts: 26
- Joined: Thu Jan 01, 1970 12:00 am
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:

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*Scintilla
- Posts: 101
- Joined: Thu Jan 01, 1970 12:00 am
http://z13.invisionfree.com/nwn2planesc ... p=40020124MimiFearthegn,May 27 2017 wrote:Also, I don't think they ever released those animations. Just the swimming ones.Mr_Otyugh,May 26 2017 wrote: 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...
:)

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*Nayshayva
- Posts: 26
- Joined: Thu Jan 01, 1970 12:00 am
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?Scintilla,Jun 5 2017 wrote:http://z13.invisionfree.com/nwn2planesc ... p=40020124MimiFearthegn,May 27 2017 wrote:Also, I don't think they ever released those animations. Just the swimming ones.Mr_Otyugh,May 26 2017 wrote: 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...
:)

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*Tomekk
- Posts: 855
- Joined: Thu Jan 01, 1970 12:00 am
Short answer: No.Nayshayva,Jun 5 2017 wrote: 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?
Long answer: It wasn't released and would require new walkmeshes for each and every area, which is way more trouble than its worth.

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*Mr_Otyugh
- Posts: 2242
- Joined: Thu Jan 01, 1970 12:00 am
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
- Posts: 136
- Joined: Thu Jan 01, 1970 12:00 am
Swimming could be nice to have, though! A swimming animation for the Plane of Water, perhaps?

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*MimiFearthegn
- Posts: 762
- Joined: Thu Jan 01, 1970 12:00 am
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.
Swimming also does not support wings or tails.


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*fearknight2003
- Posts: 10
- Joined: Thu Jan 01, 1970 12:00 am
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.
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
- Posts: 762
- Joined: Thu Jan 01, 1970 12:00 am
Yes, you could do this, in theory. This is basically how, say, the "flying" imps/mephits work.fearknight2003,Jun 10 2017 wrote: 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.
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).
