Any way to make complex bounding boxes? [message #48667] |
Mon, 22 September 2003 19:21 |
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PCWizzardo
Messages: 50 Registered: June 2003
Karma: 0
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I want to make a vehicle with a collideable, drive-uppable, animated ramp and an open, noncolliding area. I was thinking maybe it could be done with aggregates in W3dView, but I'm not sure. Can it be done? I want it for a makeshift vehicle transporter.
I'll start simple first.
Also, is there a way to play a vehicle's animations on left/right click (for opening, closing ramp)?
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Any way to make complex bounding boxes? [message #48954] |
Wed, 24 September 2003 12:23 |
[REHT]Spirit
Messages: 277 Registered: April 2003
Karma: 0
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Ok, what you probally want to do is make the transport actually multiple objects.
As in: The floor is the actual vehicle, and the house and ramps are seperate objects set up as a decoration phys (or maybe door phys for the ramps?) and added through bones (just make a 1x1x1 box with the name like brmp1 or brmps, as in bone ramp1...you get the idea...) and use the Reborn_MMK2_Turret script (I belive that's the name, it's in the custom scripts.dll @ http://sourceforge.net/projects/rentools/ , of course you can do it a differant way).
Now, this will look a little funny on some servers (you'll see like, the roof lagging behind the floor of the vehicle occasionally) so this might be only good for SP. Also, you'll have to make sure that the parts that are seperate from the flooring don't touch one-another, if they have physical collision checked, otherwise the vehicle won't be able to move.
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Any way to make complex bounding boxes? [message #49211] |
Fri, 26 September 2003 05:59 |
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npsmith82
Messages: 525 Registered: February 2003 Location: England, UK
Karma: 0
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Colonel |
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You still have the problem of moving the two objects around together, don't you?
If you're planning to encase the tank in the cargo hold 'box' area of the transporter, you'd be pushing the tank about and hoping that it'll turn if you go around corners.
This will cause complete lag hell. I mentioned this problem when people were brainstorming the orca transporter, where they had the idea of an invisible hollow crate (loading claw) that will encase the vehicle. If the orca turned, the vehicle inside would be lag 'nudged' to turn the same way. Just doesn't seem to be the way it should be done.
Maybe you can use Attach_To_Bone script to lock the cargo to a bone of the transporter...
WOL: npsmith82
For RenAutoComplete, RenSkirmish, RenBuddyList and RenWOLstatus please visit (IE) TheCodeSmith.com
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Any way to make complex bounding boxes? [message #49252] |
Fri, 26 September 2003 12:55 |
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Cpo64
Messages: 1246 Registered: February 2003 Location: Powell River, B.C. Canada
Karma: 0
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General (1 Star) |
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The best way for opening the door, and attaching/detaching from the bone would haveing the script activated when it is shot, same way the deploy scripts work...
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Any way to make complex bounding boxes? [message #49263] |
Fri, 26 September 2003 14:06 |
Adavanze
Messages: 96 Registered: September 2003 Location: England
Karma: 0
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What you can do is make an animation that will play when you shoot, this can easily be done but the animation would be continuious unless you time it to stop the animation. Like a fireing animation on a gun - but on a vehicle, it runs nearly the same way.
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