Soon object scaling. Woot!
IndiraLightfoot
Member Posts: 29
I just watched the latest Beamdog stream, and unless I'm sorely mistaken, they mentioned that object scaling is in the pipeline. This is a bit of a dream for area builders! Woot!
1
Comments
-Dave
Just something to think about.
TR
SetCreatureSize(object,int), Get/SetCreaturePersonalSpace(object,float)
maybe?).I won't be touching the toolset at first, because then the feature would be delayed unreasonably and I'd rather authors can use it asap in modules and on servers. That doesn't mean it will never happen though. Being able to edit the size in the toolset too is ultimately neccessary, especially when/if placeable-related things happen too.
If this gets added as a scripting command at first how would existing creatures that are scaled using the 1.69 feature behave to that? Say I have a fully scaled Ogre Model and I use the scripting command on that fella? Would it just scale the Invisible Model itself and keep the appearance the same?
What's good with the 1.69 scaling is you can adjust the hitboxes based on the Invisible Model you're using for your creature appearance but its not always perfect so having a way to set that directly in the toolset would be ideal even if its through a scripting command at first.
//Scale creatures down to 10% and up to 200%
//1 point equals 10%
//1 = 10% of orginal size
//10 = 100% same size
//20 = 200% of orginals size
//Put the local int of Scale on creature will auto
//size that creature to the size.
//You cannot scale horse, to prevent messing with riding system (at the moment)
// If you leave 0 it will just size the creature, IE will keep it original stats
// of it original size
// 0 = No change
// 1 = CREATURE_SIZE_FINE
// 2 = CREATURE_SIZE_DIMINUTIVE
// 3 = CREATURE_SIZE_TINY
// 4 = CREATURE_SIZE_SMALL
// 5 = CREATURE_SIZE_MEDIUM
// 6 = CREATURE_SIZE_LARGE
// 7 = CREATURE_SIZE_HUGE
// 8 = CREATURE_SIZE_GARGANTUAN
// 9 = CREATURE_SIZE_COLOSSAL
void HR_ScaleCreature(object oCreature,int iScale,int iSize, int iImmobile)