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Saker277's Dragon Riding Progress

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brunnwag
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Post by saker277 16.02.12 2:18

3/20/2012 Update
I have started to try out script dragon since i am way better with c++ than i am with papyrus. Hopefully I will be able to get this thing working with c++

Old updates:
Spoiler:


Last edited by saker277 on 20.03.12 15:05; edited 3 times in total
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Post by blazingsentinal 16.02.12 9:31

awesome! good luck with that cheers
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Post by Guest 16.02.12 13:55

that is the base of the mod. Good luck Smile

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Post by MCBM 16.02.12 14:00

good luck Smile
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Post by brunnwag 16.02.12 16:13

Hey you should consult duneD when mcmb accepts him as he is doing a dragon riding script and i think he started before you Wink
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Post by DuneD 16.02.12 16:44

Hey there I already have a working flying script, just not for dragons Razz, I keep finding an issue while riding creatures, you can only get the Z-plane, im trying to fix that now by messing with my custom dragon skeleton, I keep adding stuff to that thing hehe

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Post by AspenShadow 16.02.12 16:55

Welcome to the team DuneD Smile Two hands are always better than one.
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Post by DuneD 16.02.12 17:04

Thanks Very Happy, is that your name on steam ? if so ill add you right away and show you what i got so far

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Post by saker277 16.02.12 22:17

As of right now I have been working more with the mounting and ground control of the dragon. I have no clue how to make the mounting animations though. All I have really done so far is make an actor that i call "Pet Dragon" and I have made it mountable. I am trying to do as much of the other parts of dragon riding as i can before touching too much with the mounting/flying because I don't want to get it all done and then have to adapt it to a new dragon model, although for all I know it may be very easy to adapt it so I have been working on a little bit of the flight, but I still am not very good with papyrus so things are going slow. Any help you can offer would be much appreciated DuneD, you are probably a much more experienced programmer than me. Glad to have you on the team Very Happy
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Post by DuneD 16.02.12 22:57

Well I got that much aswell, mostly a riding dragon, problem is when you make a creature rideable, it only rotates in the z-plane, ive been looking all over the base script for functions that could do the trick but there are none.
So I took a day off the dragon and tried to make something different, a flying ring, which works perfect since if you arent riding a mount the player returns the x-plane which you can use to move up or down using the camera, here is the code, maybe it can help you, its used on a ring, so when you equip the ring runs the script on the actor.
Code:

Scriptname __PlyFly extends Actor 

Idle property JumpFall auto
Armor property DuneFlyingRing auto
float bearing
float elevation
float speed
float posx
float posy
float posz
float move
float dtime


Event OnObjectEquipped(Form Armor, ObjectReference DuneFlyingRing)
   
   RegisterForUpdate(0.01)
   PlayIdle(JumpFall)
   SetMotionType(Motion_Keyframed)
endEvent



Event OnUpdate()

   if self.IsRunning()
      
      UnregisterForUpdate()
      posx = self.GetPositionX()
      posy = self.GetPositionY()
      posz = self.GetPositionZ()
      Fly()
   else
      RegisterForUpdate(0.01)

   endIf
   
endEvent

function Fly()
   bearing = self.GetAngleZ()
   if self.GetAngleX() > 10
      elevation = -50
   elseif self.GetAngleX() < -10
      elevation = 50
   
   elseif self.GetAngleX() > -10 && self.GetAngleX() < 10
      elevation = 0
   endif
   
   speed = 10000
   
   if bearing < 90
      posx += (bearing)*100
      posy += (90 - bearing)*100
   elseif bearing > 90 && bearing < 180
      posx +=(180 - bearing)*100
      posy +=(90 - bearing)*100
   
   elseif bearing > 180 && bearing < 270
      posx += (180 - bearing)*100
      posy += (bearing - 270)*100
      
   elseif bearing > 270
      posx += (bearing - 360)*100
      posy += (bearing - 270)*100
      
   endif
   posz = self.GetPositionZ() + (elevation * 100)
   PlayIdle(JumpFall)
   TranslateTo(posx,posy,posz,self.GetAngleX(),self.GetAngleY(),self.GetAngleZ(),speed,1)
   RegisterForSingleUpdate(0.01)
endFunction

Event OnTranslationComplete()
   
   Debug.Notification("when does this stops working")
endEvent

Event OnObjectUnequipped(Form Armor, ObjectReference DuneFlyingRing)
   StopTranslation()
   UnregisterForUpdate()
   
endEvent

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Post by AspenShadow 17.02.12 12:59

That's absolutely brilliant! Very Happy Is it uploaded on Steam? I'd like to try it out. Smile
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Post by DuneD 17.02.12 13:04

No, its a bit glitchy right now (the script likes to stick with the player even if you remove the damn mod) but ill probably make a release once it properly works ^^

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Post by saker277 17.02.12 23:23

even if it is glitchy, at least it is a start. now to figure out how to fly when you are mounted
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Post by DuneD 17.02.12 23:55

I dont think its possible with papyrus, I do think it is creating a custom skeleton with custom animations but I dont even know where to start lol.
It is possible though to morph yourself into a dragon, equip this ring, play some dragon animations and fly away tho.

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Post by saker277 18.02.12 0:29

Idk where to start with making animations either. I have been fooling around with mounting the dragon though. I gave my dragon the ActorTypeHorse keyword and now it says mount pet dragon when i look at it in game but once i try to mount it the game crashes. I think that if I had the proper animations it would work. By default the dragon has the paired_mount.hkx animation but that animation is for horses so it won't work on it.The dragon also has paired_dragonmount.hkx but the creation kit seems to be unable to load it.

I looked in to how to make the custom animations and it seems like for now there is no real way to do it. The format of the skyrim animations is .hkx wich is a Havok format, but the Havok tools can't edit .hkx or convert other formats to .hkx. there is a way to convert the .hkx files into .hk so that the havok tools can convert it into a format that can be used by 3d graphics programs but as of right now there is no way to take the custom .hk and convert it into a .hkx wich can be used by Skyrim.

I know we have only just begun but so far dragon riding is looking to ba a very daunting task pale
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Post by DuneD 18.02.12 9:00

Well I did create a dragon mount that didnt fly, its tricky but its doable, basically first you need to create a custom skeleton out of the dragon skeleton, copy the dragon's skeleton and then add a SaddleBone to it, then create a custom race (copy from the dragon) and make it use your custom skeleton, uncheck flies, create a npc with that custom race and you'll be able to ride around, just not fly.

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Post by AspenShadow 18.02.12 18:57

It's tricky, Skyrim's physics engine wasn't really made with much flight in mind and that's only with AI dragons.
I'm not sure if it'll help, but is it possible to (once you've got a mounting animation) have the player himself fly using an adapted method of 'Dune's Flight Ring', and have the player attach to the dragon model, so in flight the player would essentially be pulling the dragon model along with him in a wings flapping/gliding animation, rather than actually trying to make the mount itself fly?
It may not be useable long term because the Dragon needs to be able to fly independent of the Player as well as with him, but it might be a rough start. If my suggestion is do-able at any rate, for all I know this could be useless.
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Post by DuneD 18.02.12 22:23

Yea thats one of the ideas that pass through my mind when thinking on making this work, there is an specific function called SetVehicle() that allows the player to parent to an object while keeping the angles, its easy to try just start a new game and when you are in the horse cart as a prisoner you can open the console and get the x angle while you are being pulled by an object, which is whats needed in this case, I actually try to do it but I didnt put much effort on it, It could actually work so I will give it a serious try, see what comes out.

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Post by blazingsentinal 18.02.12 22:39

All this code talk
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Post by blazingsentinal 18.02.12 22:42

All this code talk is making my brain hurt  good luck and all that but i'll stick to my npcs and models for now
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Post by Arya 19.02.12 17:31

I'm still learning the ins and outs of the CK so I'm sorry if this is a dumb question... but how exactly did the riding work when the player flies on Odaviing? I know the player doesn't get to control the actual flying as it's a cutscene, but with regards to the mounting animation and sitting on the dragon, these are all things that already exist in the game. Is this of any help to us or not?


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Post by saker277 19.02.12 18:45

It is good that you mentioned that. One of the first things I looked into was how that worked. I had to trace the quests and quest scripts but I discovered that the whole mounting and flying away thing is just a movie scene. There is just marker on the dragon reach map for where to start but after you hit the button to get on odaviing it just plays the movie clip. I might be wrong but i don't really think there is any way to even alter his flight path. While the animation paired_DragonMount.hkx does exist on all dragons animation lists, idk how to use it. Whenever i try to load it in the CK it just says that it can't load it because it doesn't exist.

On a side note, does anyone know how to make a skeleton with a mounting bone? I need one but i have no idea how to make one(I have about 0 skills in 3d stuff).
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Post by Guest 19.02.12 18:57

I never did that, but I saw that it can be done in 3ds max. I've not finished the model so I didn't try the skeleton

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Post by DuneD 22.02.12 12:41

I do have an skeleton with a saddle bone, its easy you just need to add a node with nifSkope, put it where you want (I used NPC Spine2) and name it SaddleBone, I could give you the one I already have if you arent familiar with nifskope, else its really easy to do.

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Post by Livan 24.02.12 10:43

I was wondering, in skyrim, all the large cities is in their own cell, but when you fly, how will you acsess the cities?

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