Title | Urk's Ridable CEP horses for Dummies |
Author | Urk |
Submitted / Updated | 06-03-2007 / 03-24-2008 |
Category | Other |
Type | Ridable Horse System |
Description | |
These riding horses are NOT henchmen. My goal was to make the system as simple as possible. I did very little scripting here. This is just an implementation of the CEP's system. CEP 2 Required I never understood why the CEP didn't bundle workable riding horses into their hacks. I've gone ahead and done it for my campaign, so I figured I can post it here for other noobs that want to implement it. This erf includes three ridable horses (brown, white, and black). Just click on the horse and you will run up to it and mount it. It also includes a script: "at_cep_dismount". This script can be placed on doors and other area transitions and will forbid characters from entering on horseback. Just put it in the "on click" event. It also includes an undropable widget called "riding skill". This widget will allow a rider to dismount at will. Lastly it includes a placeable called a "hitching rail". Anyone using the hitching rail while mounted will likewise dismount. No need to overwrite anything. The creature blueprints use standard bioware scripts. Version2: Includes a new trigger called FuguePlaneDismount for use in "death areas". If you want to integrate this system into a game with a fugue plane (I use Axe Murderer's Killer Death System, or at least a varient of it) you will need to do some very simple scripting. Open the area properties for your purgatory or fugue plane and add or modify your OnEnter and OnExit scripts. On enter you need to set a variable integer on the PC called "DeathProccess1" to 1, and you need to set it back to 0 on exit. Now, place the trigger called "FuguePlaneDismount" and place it around your death spawn point. Voila. Dead characters will be dismounted. If players attempt to mount a horse in the death area the animal will shy away in terror and vanish. I tried to create a script to destroy the dead horses, but it's going to take a better scripter than me to pull that one off. The dead players can destroy them by speaking with them before respawning. This really isn't meant for a PW, but if you want to use it that way you will need to modify the action script in the "ridablehorse" conversation to throw some token XP at those willing to release the souls of the fallen steeds. This should keep your death area relatively free of horse droppings. ______________________________ Just got an Email from someone that wanted to now how to use the nightmare phenotype form CEP using ridables for dummies. It's wicked simple. Just add the "ridablehorse" conversation to the CEP creature. This conversation, the scripts, widgets, and placeable's will work with any of CEP's ridable phenotypes. To determine if a CEP phenotype is ridable just look at the creature properties/Basic/appearance. Ridable phenos are indicated by a *P1* in their appearance name. I'm not sure if the nightmare is a standard resource. If it is just make sure the appearance is "Horse: Nightmare *P1*" and add the "ridablehorse" conversation. If it's not obviously you need to create the creature in the creature wizard first. I'll include blueprints for all ridable horse phenotypes next time. Obsolete as of 1.69 patch! Use Urk's 1.69 Horse Stable System instead. |
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