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Thought you meant someONE, and he was ficticious
Thothie said:I'd recommend exploring Orochi's model pack.
mmmm... cheeeeze...
PS. I think you have SPARTA (the meanest, gayest, military state ever devised) mixed up with SPARDA - some fictional character of which I'm not familiar
Frelt Thornback said:I dont think i've ever seen more then one orc at a time in Thornlands in the same area. Occasionally a warrior one will pop in and start killing a boar somewhere, or that archer one will respawn, but certainly one orc doesnt constitute the kind of raiding I mentioned.
Also while were speaking of the Thornlands, they were cooler when they had bears. Though I realize that might scare low levels out of them, and one of the Thornlands main benefits as a map, is that it can house players of disparate levels. That being the case, it would never the less be nice to break the monotony of hog and cub slaughter with a full blown mother bear once every now and then.
The orcs would of course make the map harder to; most players can take a few orcs or a bear or so, if a player on the server is too new to, someone else on it probably wont be.
Thothie said:Hm... If he's saying the same thing regardless of which bracketed text you respond to the script must have gotten buggard somehow. I'll have to look into that...
There is an NPC interaction menu (F11 - yeah, I realize that key is out of the way - not my doing) - mostly it only deals with quest oriented stuff. I maybe able to expand on it, and have it set to a more accessible default key come 1.1
There are occasional orc raids in Thornlands - although you don't get a big text display warning you about it like in Helena. Suppose I could ripent that into the map updates. (Maybe raise the chance of it happening back to MS 1.35 standards while I'm at it - 5% just seems too rare.)
The Man In Black said:There will be no getting rid of the red dude. An option to turn him off, maybe. But I lurvles him
The Man In Black said:I LURVLES HIM
The orcs do tend to slaughter all the nubs when they show up, but Thornlands is intended to be a "n00b zone" so I don't think we'd want it happening all the time.The orcs would of course make the map harder to; most players can take a few orcs or a bear or so, if a player on the server is too new to, someone else on it probably wont be.
If I get the chance, I'll see if I can add some default options to the NPC interact menu. Most NPC's respond to "job" and "rumor" - could add those to the menu by default maybe. I think I'd have to go through each NPC to ensure those without job/rumor responses don't get the menu though.There should be a talk menue for all talking characters, not just shop ones and few others.
that would require hardcode changes like nobodies business
Thothie said:that would require hardcode changes like nobodies business
You'd be amazed what I can do through the scripts...
I *could* do something like NWN's multi-selection menu, through the existing character menu. (You'd have to pull it up and click on it though, I dun think I could menu numbered shortcuts).
Couldn't do the KOTR thing where it zooms in on the character's face and gives you nice neat multiple selection options directly beneath it though.
Such a thing maybe possible through the hard code - but not by my hands. I could *almost* do it through a combination of map and script (could stick a func_camera in front of the PC that'd zoom on him when you clicked use on him) - but that'd be impossible to do for every NPC, needless to say.
Edit:
You know... I've checked it out... If we made audio speeches for all the NPC's and kept the total audio time used to 30 minutes between all of them - we'd only add 40MB to the game... (mind you game is about 220MB zipped, I think)
...I think I will setup a thread for getting some voices for this game after all. I think voice interaction alone would add quite a bit to it... Soon. I'd have to leave some speeches out do to spoilers though (maybe view by request only)