Home » Tiberian Technologies / Blackhand Studios » Tiberian Technologies Forum » Special features for mods...
Special features for mods... [message #361939] |
Mon, 08 December 2008 04:34 |
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As you are coding for the patches and more, I am curious about some features:
- Amphibious vehicles
- flying infantry ( we use the flying infantry script, but would it be possible to press a key to turn the infantry into a VTOL, so we can add animation to it, a sound, smoke and make the right arm moving as it was the canon, add flying speed, etc...)
Well if someone has the solution, I would like to know it.
Thank you.
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Re: Special features for mods... [message #361977 is a reply to message #361964] |
Mon, 08 December 2008 11:55 |
Reaver11
Messages: 888 Registered: April 2007
Karma: 1
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Colonel |
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ErroR wrote on Mon, 08 December 2008 10:00 | what do you mean amphibious vehicles ? there isn't even water ingame (or u mean flying ?)
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He wants to have the amphibious apc from tibsun. (For land to water vehicle[flotation])
Although I find it a good idea but I don't think TT should focus on amphibious vehicles. (Althoug it would be a nice feature)
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Re: Special features for mods... [message #362171 is a reply to message #361998] |
Tue, 09 December 2008 09:24 |
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Jerad2142
Messages: 3809 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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Cabal8616 wrote on Mon, 08 December 2008 14:27 | I'm pretty sure amphibious vehicles would have to be specially scripted either way, not really related to TT.
I say it be done in a way that makes it become a VTOL when it hits the water, but there's a small little roof of sorts above the water and below it.
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Easiest way to do the amphibious vehicles (I have already tried creating an object under the vehicle with scripts to make it drive on, and although it worked great, it shits itself on client side, as for whatever reason the doesn't keep the attached object in line well enough to keep it from looking like the client is falling on their end) is flop a script zone in the water. When the vehicle hits the water zone replace it with an air craft preset that has the same model and no ability to move up or down. Then attach it to the origin of the other object before destroying the original object so they have the same rotation x, y, and z. At the same time, make sure to get all the players in the vehicle so you can force them back into the new vehicle. Once the vehicle hits the shore on the other side it will be forced upward by the terrain, make the script zone send a custom once you leave it, this custom could then be used to change the vehicle back into its normal form. Also make sure to transfer, health and armor, and if the vehicle has it, the current ammo amount on its weapon. The only problem with this is that the vehicle will lose its speed when it enters the water.
As for the infantry, just make it so when you press a key it creates an object at your position that takes your model, sets its health and armor to match yours, take your weapon as well, and then forces you to enter it. Then all you have to do is animate the model, and make sure that when the character gets out, or it is destroyed that it kills you, or transfers its health and replaces yours, then destroying itself. There are really no disadvantages to this method; actually, there are only advantages, as you would then be able to animate it without making the character fall to the ground.
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Re: Special features for mods... [message #362185 is a reply to message #362171] |
Tue, 09 December 2008 10:43 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
Karma: 0
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General (1 Star) |
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Jerad Gray wrote on Tue, 09 December 2008 10:24 |
Cabal8616 wrote on Mon, 08 December 2008 14:27 | I'm pretty sure amphibious vehicles would have to be specially scripted either way, not really related to TT.
I say it be done in a way that makes it become a VTOL when it hits the water, but there's a small little roof of sorts above the water and below it.
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Easiest way to do the amphibious vehicles (I have already tried creating an object under the vehicle with scripts to make it drive on, and although it worked great, it shits itself on client side, as for whatever reason the doesn't keep the attached object in line well enough to keep it from looking like the client is falling on their end) is flop a script zone in the water. When the vehicle hits the water zone replace it with an air craft preset that has the same model and no ability to move up or down. Then attach it to the origin of the other object before destroying the original object so they have the same rotation x, y, and z. At the same time, make sure to get all the players in the vehicle so you can force them back into the new vehicle. Once the vehicle hits the shore on the other side it will be forced upward by the terrain, make the script zone send a custom once you leave it, this custom could then be used to change the vehicle back into its normal form. Also make sure to transfer, health and armor, and if the vehicle has it, the current ammo amount on its weapon. The only problem with this is that the vehicle will lose its speed when it enters the water.
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Or you could swap the physics type out. Or any number of other methods actually, but Reborn requires amphibious vehicles that aren't exactly all hover vehicles
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Re: Special features for mods... [message #362762 is a reply to message #362185] |
Thu, 11 December 2008 19:52 |
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Jerad2142
Messages: 3809 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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Saberhawk wrote on Tue, 09 December 2008 10:43 |
Jerad Gray wrote on Tue, 09 December 2008 10:24 |
Cabal8616 wrote on Mon, 08 December 2008 14:27 | I'm pretty sure amphibious vehicles would have to be specially scripted either way, not really related to TT.
I say it be done in a way that makes it become a VTOL when it hits the water, but there's a small little roof of sorts above the water and below it.
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Easiest way to do the amphibious vehicles (I have already tried creating an object under the vehicle with scripts to make it drive on, and although it worked great, it shits itself on client side, as for whatever reason the doesn't keep the attached object in line well enough to keep it from looking like the client is falling on their end) is flop a script zone in the water. When the vehicle hits the water zone replace it with an air craft preset that has the same model and no ability to move up or down. Then attach it to the origin of the other object before destroying the original object so they have the same rotation x, y, and z. At the same time, make sure to get all the players in the vehicle so you can force them back into the new vehicle. Once the vehicle hits the shore on the other side it will be forced upward by the terrain, make the script zone send a custom once you leave it, this custom could then be used to change the vehicle back into its normal form. Also make sure to transfer, health and armor, and if the vehicle has it, the current ammo amount on its weapon. The only problem with this is that the vehicle will lose its speed when it enters the water.
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Or you could swap the physics type out. Or any number of other methods actually, but Reborn requires amphibious vehicles that aren't exactly all hover vehicles
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You can't just swap the physics types out under the CURRENT scripts.dll to my knowledge Saberhawk... Or is there something that I have overlooked in my many browsing of scripts.dll?
Also when it gets down too it, you just make two script zones, one lower then the other, so one vehicle would be hovering in the air while one would be sitting a little ways in the water, also making it look like it was hovering.
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[Updated on: Thu, 11 December 2008 19:55] Report message to a moderator
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Re: Special features for mods... [message #362788 is a reply to message #362762] |
Thu, 11 December 2008 22:46 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
Karma: 0
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General (1 Star) |
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Jerad Gray wrote on Thu, 11 December 2008 20:52 |
Saberhawk wrote on Tue, 09 December 2008 10:43 |
Jerad Gray wrote on Tue, 09 December 2008 10:24 |
Cabal8616 wrote on Mon, 08 December 2008 14:27 | I'm pretty sure amphibious vehicles would have to be specially scripted either way, not really related to TT.
I say it be done in a way that makes it become a VTOL when it hits the water, but there's a small little roof of sorts above the water and below it.
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Easiest way to do the amphibious vehicles (I have already tried creating an object under the vehicle with scripts to make it drive on, and although it worked great, it shits itself on client side, as for whatever reason the doesn't keep the attached object in line well enough to keep it from looking like the client is falling on their end) is flop a script zone in the water. When the vehicle hits the water zone replace it with an air craft preset that has the same model and no ability to move up or down. Then attach it to the origin of the other object before destroying the original object so they have the same rotation x, y, and z. At the same time, make sure to get all the players in the vehicle so you can force them back into the new vehicle. Once the vehicle hits the shore on the other side it will be forced upward by the terrain, make the script zone send a custom once you leave it, this custom could then be used to change the vehicle back into its normal form. Also make sure to transfer, health and armor, and if the vehicle has it, the current ammo amount on its weapon. The only problem with this is that the vehicle will lose its speed when it enters the water.
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Or you could swap the physics type out. Or any number of other methods actually, but Reborn requires amphibious vehicles that aren't exactly all hover vehicles
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You can't just swap the physics types out under the CURRENT scripts.dll to my knowledge Saberhawk... Or is there something that I have overlooked in my many browsing of scripts.dll?
Also when it gets down too it, you just make two script zones, one lower then the other, so one vehicle would be hovering in the air while one would be sitting a little ways in the water, also making it look like it was hovering.
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Definitely something you overlooked.
As for script zones, they weren't rigid bodies last I checked
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Re: Special features for mods... [message #362843 is a reply to message #362788] |
Fri, 12 December 2008 12:38 |
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Jerad2142
Messages: 3809 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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Saberhawk wrote on Thu, 11 December 2008 22:46 |
Jerad Gray wrote on Thu, 11 December 2008 20:52 |
Saberhawk wrote on Tue, 09 December 2008 10:43 |
Jerad Gray wrote on Tue, 09 December 2008 10:24 |
Cabal8616 wrote on Mon, 08 December 2008 14:27 | I'm pretty sure amphibious vehicles would have to be specially scripted either way, not really related to TT.
I say it be done in a way that makes it become a VTOL when it hits the water, but there's a small little roof of sorts above the water and below it.
|
Easiest way to do the amphibious vehicles (I have already tried creating an object under the vehicle with scripts to make it drive on, and although it worked great, it shits itself on client side, as for whatever reason the doesn't keep the attached object in line well enough to keep it from looking like the client is falling on their end) is flop a script zone in the water. When the vehicle hits the water zone replace it with an air craft preset that has the same model and no ability to move up or down. Then attach it to the origin of the other object before destroying the original object so they have the same rotation x, y, and z. At the same time, make sure to get all the players in the vehicle so you can force them back into the new vehicle. Once the vehicle hits the shore on the other side it will be forced upward by the terrain, make the script zone send a custom once you leave it, this custom could then be used to change the vehicle back into its normal form. Also make sure to transfer, health and armor, and if the vehicle has it, the current ammo amount on its weapon. The only problem with this is that the vehicle will lose its speed when it enters the water.
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Or you could swap the physics type out. Or any number of other methods actually, but Reborn requires amphibious vehicles that aren't exactly all hover vehicles
|
You can't just swap the physics types out under the CURRENT scripts.dll to my knowledge Saberhawk... Or is there something that I have overlooked in my many browsing of scripts.dll?
Also when it gets down too it, you just make two script zones, one lower then the other, so one vehicle would be hovering in the air while one would be sitting a little ways in the water, also making it look like it was hovering.
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Definitely something you overlooked.
As for script zones, they weren't rigid bodies last I checked
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Script zones can be set to send customs to the enterer silly, those customs are then used to create objects below the vehicle.
Is_VTOLVehicle - just returns 1 if the object is a VTOL.
Get_Physics - Just a return for the physics type.
But, as far as I can see there is no way to just set an objects physics type... So if you did know of how to do it I would highly appreciate it if you would help us not to waist OUR time looking for it and just tell us what it is called.
Please.
Visit Jerad's deer sweat shop
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