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Experimental Dummy Vehicles (2013-01-03: R12) http://forums.datarealms.com/viewtopic.php?f=61&t=16545 |
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Author: | Samohan25 [ Thu Sep 17, 2009 6:52 pm ] |
Post subject: | Re: Experimental Dummy Vehicles |
In the mission script you may need to ad a new value to stop the win condition looping, so that the 1st time it runs it prevents it from running again, apart from that, awesome mod; good to see new veiches in CC. Please carry on with these veiches and planes. |
Author: | Disst [ Thu Sep 17, 2009 10:10 pm ] |
Post subject: | Re: Experimental Dummy Vehicles |
Metal Meltdown wrote: More vehicles in the game is great, I suppose, but it would be nice if they were of higher visual quality. I agree. I hate the "Scavenger Faction" look. EDIT: ♥♥♥♥ quotes. |
Author: | Abdul Alhazred [ Thu Sep 17, 2009 10:35 pm ] |
Post subject: | Re: Experimental Dummy Vehicles |
3POK_PHALE wrote: I hate the "Scavenger Faction" look. |
Author: | wutangfan1990 [ Thu Sep 17, 2009 11:12 pm ] |
Post subject: | Re: Experimental Dummy Vehicles |
Yo, we need some keyboard love, maang. |
Author: | Dibuk [ Thu Sep 17, 2009 11:34 pm ] |
Post subject: | Re: Experimental Dummy Vehicles |
This is very nicely done, I'll using the autogun lua for my own ends, thats for sure. |
Author: | ZevN47 [ Fri Sep 18, 2009 1:30 am ] |
Post subject: | Re: Experimental Dummy Vehicles |
Dibuk wrote: This is very nicely done, I'll using the autogun lua for my own ends, thats for sure. When I started the mission I had no idea I would be facing... THIS! (poor dummies they die so soon off the assembly line) |
Author: | ProjektTHOR [ Fri Sep 18, 2009 3:27 am ] |
Post subject: | Re: Experimental Dummy Vehicles |
3POK_PHALE wrote: Metal Meltdown wrote: More vehicles in the game is great, I suppose, but it would be nice if they were of higher visual quality. I agree. I hate the "Scavenger Faction" look. EDIT: ♥♥♥♥ quotes. Way to misattribute. My quote, ♥♥♥♥♥. |
Author: | mail2345 [ Fri Sep 18, 2009 6:16 am ] |
Post subject: | Re: Experimental Dummy Vehicles |
Abdul Alhazred wrote: mail2345 wrote: At the insanely high speeds that you have disabled, my humvee actually works out better. Yep, getalititude on the real wheel attachables. |
Author: | numgun [ Fri Sep 18, 2009 7:37 am ] |
Post subject: | Re: Experimental Dummy Vehicles |
Would something like 2 mosr that keep at a certain point on the vehicle work? When controlling like pressing left or right, these mosr would spin accordingly and thus move the vehicle. The torso of the vehicle is sort of dragged by the spinning wheels. The wheels could either stay always at their designated points or gravitate tightly near them to create a semi-suspension thing. |
Author: | Abdul Alhazred [ Fri Sep 18, 2009 10:35 am ] |
Post subject: | Re: Experimental Dummy Vehicles |
numgun wrote: Would something like 2 mosr that keep at a certain point on the vehicle work? When controlling like pressing left or right, these mosr would spin accordingly and thus move the vehicle. The torso of the vehicle is sort of dragged by the spinning wheels. The wheels could either stay always at their designated points or gravitate tightly near them to create a semi-suspension thing. |
Author: | numgun [ Fri Sep 18, 2009 10:44 am ] |
Post subject: | Re: Experimental Dummy Vehicles |
Yeah, but I meant something more simple than your super advanced suspension of doom with super dynamics and all that sauce. After looking at the code and the whole complexity, I felt like a large brick fell on my head. If I'm gonna make a wheeled vehicle, I'll need to find something more simple. Something like "Pinned wheels that go AngularVel -/+ when key pressed" and thats it. Like just have the wheels be pinned at the joints without anything extra to them. And they would be real instead of constantly redrawing fake wheels like you did with the APC. |
Author: | Seraph [ Fri Sep 18, 2009 10:49 am ] |
Post subject: | Re: Experimental Dummy Vehicles |
Could... Could I request some keyboard support for the dropship please? I'd really like to try it out |
Author: | Abdul Alhazred [ Fri Sep 18, 2009 11:25 am ] |
Post subject: | Re: Experimental Dummy Vehicles |
numgun wrote: Yeah, but I meant something more simple than your super advanced suspension of doom with super dynamics and all that sauce. :P After looking at the code and the whole complexity, I felt like a large brick fell on my head. If I'm gonna make a wheeled vehicle, I'll need to find something more simple. Something like "Pinned wheels that go AngularVel -/+ when key pressed" and thats it. Like just have the wheels be pinned at the joints without anything extra to them. And they would be real instead of constantly redrawing fake wheels like you did with the APC. But I'm not saying this is the only way to do it. AddForce is also applied to the wheels to keep them in the same relative position to the crab. I suspect that these forces sometimes push the wheels in to the ground. Seraph wrote: Could... Could I request some keyboard support for the dropship please? I'd really like to try it out :D |
Author: | Grif [ Fri Sep 18, 2009 2:16 pm ] |
Post subject: | Re: Experimental Dummy Vehicles |
A crab isn't exactly ideal to go above them, I'd recommend make it a plain Actor actor (see: brains). Also, for draw order, it might help to know that craft are drawn over actors, which are drawn over effects (mosrotatings, mosparticles). MOSRs can also animate just as well as anything else. |
Author: | Abdul Alhazred [ Fri Sep 18, 2009 3:15 pm ] |
Post subject: | Re: Experimental Dummy Vehicles |
Grif wrote: A crab isn't exactly ideal to go above them, I'd recommend make it a plain Actor actor (see: brains). Grif wrote: Also, for draw order, it might help to know that craft are drawn over actors, which are drawn over effects (mosrotatings, mosparticles). |
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