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Created June 7, 2010 15:12
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ScriptName LevitationEffectScript
;*******************************
;
; This script current on gist
;
;*******************************
; Author: Saltare
; Email: Saltare_ferocan@hotmail.com
; Date: 26-09-2006
; Version: 0.2
;
; You may alter, rip, crush & destroy this piece of script as much as you want ^_~
;
; Description:
; This script makes the player able to fly around
; It aims at having a good new movement feeling with clipping
; However certain velocity forces are lost (such as impact on hit)
; After experimenting with setting the position of the player i came to the following order of events
;
; new frame
; Oblivion adjusts the player position using,
; -intension of player to go
; -is in water/sneaking/jumping/stunned (change gravity, en movement speeds)
; -is hit by target (with additional force info), or other forces
; -add gravity and other forces
; Later then this script is run (it said RUNNED!!!, changed by Jeff Vinall)
;
; The problem here is, that in scripting there is no way to access these pieces of info seperatly
; It all comes packed into a new xyz.
; Therefore this script tries to determine according to its own forces if there was a force change which doesn't
; comply with the previous frames position and intension of direction.
; If so then it assumes it was a collision with the world and resets the position for a certain axis
;
; Detecting clipping the gravity example
; if the player wants to go down it overrides the current Z with a new value
; At the next frame when the script is runned check if the player really did go down,
; if not then there was a collision
;
; Problems:
; Due to the simplicity of collision detection, the xy collision detection/response isn't really working.
; Resulting in weird behaviour and has been commented out for such.
;
; Requirements:
; Oblivion script extender. (Script was made using version v0008)
; Alexanders Wing. (visual effect of wings on the player)
;*******************************
;*******************************
; Note the axis in Oblivion are specified as follows
; X = Horizontal
; Y = Depth
; Z = Altitude Vertical
; XY are the 2D position on the map so to say
; and Z is the height of the character
;*******************************
;*******************************
; Positional data variables
;*******************************
float velocityX
float X
float posX
float velocityY
float Y
float posY
float flowSpeed
float customSpeedAdjuster
float zAngle
float zAngleCross
float Z
float velocityZ
float oldZ
float newZ
float xAngle
float posZ
float jumpTimer
float moveTimer
;*******************************
;Indication if flying
;*******************************
short isNotFlying
short isMoving
;*******************************
; Cell information
;*******************************
short isInInteriorLocal
ref CellLastFrame
;*******************************
; References
;*******************************
ref self
ref itemFlying
ref itemNonFlying
short wingIndex
ref worldRef
float changeTimer ;a quick and dirty solution for not changing wings too fast
short forward
short backward
short strafeLeft
short strafeRight
short activateFlying
short deactivateFlying
short increaseSpeed
short decreaseSpeed
short switchWings
short jumpDetect
;*******************************
; A timer to use as accellerator for indepent frame movement
; Get the passed time between frames.
;*******************************
float timePassed
short jumpCode
;*******************************
; Block: ScriptEffectStart (Constructor)
; Description: Initial start of the script
; Sets the initial values to the variables in use.
; Adjust game setting parameters.
;*******************************
begin ScriptEffectStart
;message "Levitation script start"
set isInInteriorLocal to 0
;EnableFastTravel 0
;*******************************
; initialize variables
;*******************************
set oldZ to getPos z
set X to getPos x
set Y to getPos y
set customSpeedAdjuster to 1
set isNotFlying to 1
set self to GetSelf
set CellLastFrame to self.GetParentCell
set worldRef to Tamriel ;CellLastFrame.GetParentRef
;*******************************
; Set the wings initial
;*******************************
set wingIndex to 6
set itemFlying to AWWings3AFlying
if ( self.GetItemCount itemFlying <= 0 )
self.additem itemFlying 1
endif
set itemNonFlying to AWWings3ANonFlying
if ( self.GetItemCount itemNonFlying <= 0 )
self.additem itemNonFlying 1
endif
self.EquipItem itemNonFlying 1
set changeTimer to 0.5 ; 0.5 seconds
;*******************************
; Try to find out the current assigned jump key
; Note: doesn't seem to work, getting a 0 as value returned
; Using hardcoded keycodes
;*******************************
;set jumpCode to GetControl 13
;message "jumpcode is %i", jumpCode
;*******************************
; Key bindings
;*******************************
set forward to 200
set backward to 208
set strafeLeft to 203
set strafeRight to 205
set activateFlying to 40
set deactivateFlying to 39
set increaseSpeed to 27
set decreaseSpeed to 26
set switchWings to 25
set jumpDetect to 54
set isMoving to 0
set moveTimer to 3
;*******************************
;Note:
;function GetAngle
;X angle returns a value (theorically) from -90 to 90. The true in-game range is -89 to 89,
;with -89 if the player is looking above himself, and 89 if player is looking at his feet.
;*******************************
end
;*******************************
; Block: ScriptEffectFinish
; Description: Stops the script (Destructor)
; Reset certain game setting values
;*******************************
begin ScriptEffectFinish
;EnableFastTravel 1
;this crashes for some reason :/
;Really weird this is because the line
; if ( self.GetItemCount itemFlying > 0 )
; still works, however the actual removal crashes the whole game :S
;remove current wings
; if( isNotFlying )
; self.unequipItem itemNonFlying 1
; else
; self.unequipItem itemFlying 1
; endif
; if ( self.GetItemCount itemFlying > 0 )
; self.removeitem itemFlying 1
; endif
; If ( self.GetItemCount itemNonFlying > 0 )
; self.removeitem itemNonFlying 1
; endif
end
;*******************************
; Block: ScriptEffectUpdate
; Description: Loop the script
; Unleashes the flying algoritm ^_~
;*******************************
begin ScriptEffectUpdate
;*******************************
;get the time passed from the last frame
;returns a nice float with good enough accurancy
;*******************************
set timePassed to GetSecondsPassed
;*******************************
;Start Wing selection
;Key home
;*******************************
if( isKeyPressed2 switchWings)
set changeTimer to changeTimer - timePassed
if( changeTimer <=0 )
set changeTimer to 0.5 ;reset the timer
;remove current wings
if ( self.GetItemCount itemFlying > 0 )
self.removeitem itemFlying 1
endif
If ( self.GetItemCount itemNonFlying > 0 )
self.removeitem itemNonFlying 1
endif
;set index counter to next wings
set wingIndex to wingIndex + 1
if (wingIndex > 16) ;note: Change when adding new wings
set wingIndex to 1;
endif
;set wing refs
if ( wingIndex == 1 ) ;note: Add a new if for every new type of wings
set itemFlying to AWWings1Flying
set itemNonFlying to AWWings1NonFlying
elseIf ( wingIndex == 2 )
set itemFlying to AWWings1AFlying
set itemNonFlying to AWWings1ANonFlying
elseIf ( wingIndex == 3 )
set itemFlying to AWWings2Flying
set itemNonFlying to AWWings2NonFlying
elseIf ( wingIndex == 4 )
set itemFlying to AWWings2AFlying
set itemNonFlying to AWWings2ANonFlying
elseIf ( wingIndex == 5 )
set itemFlying to AWWings3Flying
set itemNonFlying to AWWings3NonFlying
elseIf ( wingIndex == 6 )
set itemFlying to AWWings3AFlying
set itemNonFlying to AWWings3ANonFlying
elseif ( wingindex == 7)
set itemflying to AWwings4flying
set itemnonflying to AWwings4flying
elseif ( wingindex == 8)
set itemflying to AWwings5flying
set itemnonflying to AWwings5flying
elseif ( wingindex == 9)
set itemflying to AWwings6flying
set itemnonflying to AWwings6flying
elseif ( wingindex == 10)
set itemflying to AWwings7flying
set itemnonflying to AWwings7flying
elseif ( wingindex == 11)
set itemflying to AWwings8flying
set itemnonflying to AWwings8flying
elseif ( wingindex == 12)
set itemflying to AWwings9flying
set itemnonflying to AWwings9flying
elseif ( wingindex == 13)
set itemflying to AWwings10flying
set itemnonflying to AWwings10flying
elseif ( wingindex == 14)
set itemflying to AWwings11flying
set itemnonflying to AWwings11flyingD
elseif ( wingindex == 15)
set itemflying to AWwings12flying
set itemnonflying to AWwings12flying
elseif ( wingindex == 16)
set itemflying to AWwings13flying
set itemnonflying to AWwings13flying
endif
;set the wings
if ( self.GetItemCount itemFlying <= 0 )
self.additem itemFlying 1
endif
if ( self.GetItemCount itemNonFlying <= 0 )
self.additem itemNonFlying 1
endif
;and re-equip wings, depending on flying or not
if( isNotFlying )
self.equipItem itemNonFlying 1
else
self.equipItem itemFlying 1
endif
endif
endif
;*******************************
;End Wing selection
;*******************************
set Z to getPos z
set velocityZ to 0
;*******************************
; Check if we have changed from cell, then we need to adjust the position
;*******************************
if( CellLastFrame != self.GetParentCell )
set CellLastFrame to self.GetParentCell
if(isNotFlying == 0)
if(isInInteriorLocal == 0 && IsInInterior == 0)
;changing from exterior cell to another (however the new cell can belong to another worldspace
;A crude workaround for not being able to get the Worldspace ID
;Currently i don't know a way to detect if the player changed from world space type
;okay i do know one, but that solution sucks even more (by using handtyped checks on all possible worldspaces)
;i know this is also ridiculous crappy, but i hope it is only temporary >_<
set newZ to getPos x - X ;reusing the variable newZ (is going to be set later on anyway)
if( newZ > 200 || newZ < -200 ) ;detect a sudden change on the x-axis
set oldZ to getPos z + 20
set X to getPos x
set Y to getPos y
endif
set newZ to getPos y - Y
if( newZ > 200 || newZ < -200 ) ;detect a sudden change on the y-axis
set oldZ to getPos z + 20
set X to getPos x
set Y to getPos y
endif
else
set isInInteriorLocal to IsInInterior
set oldZ to getPos z+20
set X to getPos x
set Y to getPos y
Message "Entering new cell - in/out", 10
endif
endif
endif
;*******************************
; Check if we want to go flying, if so set initial vars
;and change equipment
;*******************************
if ( iskeypressed2 activateFlying && isNotFlying)
set isNotFlying to 0
self.unequipItem itemNonFlying 1
self.equipItem itemFlying 1
;reset the initial variables
set oldZ to Z
set X to getPos x
set Y to getPos y
endif
;*******************************
; Check for flying triggering via extended jump key
;and change equipment
;******************************
if ( iskeypressed2 jumpDetect && isNotFlying)
set jumpTimer to jumpTimer - timePassed
if( jumpTimer <=0 )
set jumpTimer to 1.0 ;reset the timer
set isNotFlying to 0
self.unequipItem itemNonFlying 1
self.equipItem itemFlying 1
;reset the initial variables
set oldZ to Z
set X to getPos x
set Y to getPos y
endif
else
set jumpTimer to 1.0
endif
;*******************************
; If not flying stop script for current frame
;*******************************
;if( isNotFlying)
; if ( iskeypressed2 forward || iskeypressed2 backward || iskeypressed2 strafeLeft || iskeypressed2 strafeRight)
; set isMoving to 1
; set moveTimer to 3
; else
; set moveTimer to moveTimer - timePassed
; endif
;endif
;if (moveTimer <= 0)
; set isMoving to 0
;endif
;if ( isMoving )
; self.unequipItem itemNonFlying 1
; self.equipItem itemFlying 1
;else
; self.unequipItem itemFlying 1
; self.equipItem itemNonFlying 1
;endif
if ( isNotFlying)
return
endif
;*******************************
; If Key T is pressed or is gone swimming .. then stop flying
; also equipment change
;*******************************
if(iskeypressed2 deactivateFlying || isSwimming )
self.unequipItem itemFlying 1
self.equipItem itemNonFlying 1
set isNotFlying to 1
return
endif
set zAngle to GetAngle z
set xAngle to GetAngle x
set velocityX to 0
set velocityY to 0
;*******************************
;Movement
;*******************************
if( isKeyPressed2 forward)
;*******************************
; adjust fly behaviour
;*******************************
if ( xAngle < 0 )
set flowSpeed to 1 + xAngle * 0.01111111 ;
else
if (xAngle <= 45)
set flowSpeed to 1 + xAngle * 0.0222222 ;
else
set flowSpeed to 2 - ((xAngle - 44) * 0.0444444) ;
endif
endif
set flowSpeed to flowSpeed * customSpeedAdjuster
set velocityX to Sin zAngle * flowSpeed
set velocityY to Cos zAngle * flowSpeed
set velocityZ to timePassed * -20 * xAngle
endif
if( isKeyPressed2 strafeLeft )
set zAngleCross to zAngle - 90 ;going left
set velocityX to velocityX + Sin zAngleCross
set velocityY to velocityY + Cos zAngleCross
endif
if( isKeyPressed2 backward )
set zAngleCross to zAngle + 180 ;going back around
set velocityX to velocityX + Sin zAngleCross
set velocityY to velocityY + Cos zAngleCross
set velocityZ to timePassed * 10 * xAngle
endif
if( isKeyPressed2 strafeRight )
set zAngleCross to zAngle + 90 ; going right
set velocityX to velocityX + Sin zAngleCross
set velocityY to velocityY + Cos zAngleCross
endif
if ( iskeypressed2 activateFlying )
set velocityZ to velocityZ + 20 ; going up
endif
if( iskeypressed increaseSpeed)
set customSpeedAdjuster to customSpeedAdjuster + 0.1
elseif( iskeypressed decreaseSpeed)
set customSpeedAdjuster to customSpeedAdjuster - 0.1
if ( customSpeedAdjuster <= 1 )
set customSpeedAdjuster to 1
endif
endif
set velocityX to velocityX * timePassed * 500 ; 500 a fixed multiplyer for the time value
set velocityY to velocityY * timePassed * 500
;set posX to getPos x - X
;set posY to getPos y - Y
;*******************************
;some failed attempt to have some sort of collosion detection
;uncomment to see what happens, only works when flying slow :/
;*******************************
;if ( velocityX >=0 && posX <= 0) || ( velocityX <=0 && posX >= 0)
; set X to getPos x
;else
set X to X + velocityX
;endif
;if ( velocityY >=0 && posY <= 0) || ( velocityY <=0 && posY >= 0)
; set Y to getPos y
;else
set Y to Y + velocityY
;endif
;*******************************
;simple collision detection on height
;if going down and prevFrameZ is lower then getPos z then assume collision
;*******************************
if ( velocityZ < 0 && oldZ < Z)
Set velocityZ to 0
set isNotFlying to 1
self.unequipItem itemFlying 1
self.equipItem itemNonFlying 1
endif
set newZ to oldZ + velocityZ
;*******************************
;if hanging around or going up and the newZ is still lower then the getPos z then assume being to low (collision)
;*******************************
if ( velocityZ >= 0 && newZ < Z)
set isNotFlying to 1
self.unequipItem itemFlying 1
self.equipItem itemNonFlying 1
set newZ to Z
endif
;*******************************
; Set new xyz position
;*******************************
setPos y, Y
setPos x, X
setPos z, newZ
set oldZ to newZ
;For some reason setScale prevent you from falling down (thus no gravity), but it also completly resets the animation
;self.setscale 1.0
resetFallDamageTimer
end
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