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Pod Racer Physics [message #72344] |
Wed, 17 March 2004 19:50 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
Karma: 0
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General (3 Stars) |
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how do i get in touch with him?
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
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Pod Racer Physics [message #72371] |
Wed, 17 March 2004 21:59 |
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Titan1x77
Messages: 1086 Registered: February 2003
Karma: 0
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General (1 Star) |
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oblivion165 | ok thats a good trick.
ok lets talk script zones, i was looking at the single player levels. and they dont use this system, but is there a way that whatever team reaches a script zone, or object first, that team wins?
i thought that each pod could represent the flag on capture the flag, and when they would cross the finish line it would see that the flag was captured.
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ok theres a script that destroys a building when you enter a zone...you can make whatever # of zones you want....lets say 3 for example...you set 6 zones up 3 for GDI 3 for Nod....when the zone is entered it killsl a PP controller,next zone entered kills a second PP controller,third and final zone is entered it kills a 3rd PP controller....then the 1st team to enter its 3 zones wins....once again you can set up say...50 PP controllers and 50 zones if you wanted.
You can even change the PP controller to say "Checkpoint 1 has been passed" and even a sound or voice message for each one if you know how to edit the Strings.tdb
I think its JFW_Destroy_object_enter
I'll get back to you on the exact name of the script.
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
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Pod Racer Physics [message #72464] |
Thu, 18 March 2004 10:27 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
Karma: 0
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General (3 Stars) |
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My brothers a Scripter, he is going to make me a custom one, with check points and such,
It should turn out good.
***********************
Mainly, i am wondering about spawners, when you die you should spawn in that spot, or maybe at the last check point.
This is a complex question i guess, who has the knowledge?
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
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Pod Racer Physics [message #72553] |
Thu, 18 March 2004 15:47 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
Karma: 0
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General (3 Stars) |
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any way to make a vechicle flip back over is it is upside down?
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
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Pod Racer Physics [message #72650] |
Thu, 18 March 2004 21:45 |
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Ok, first, fix up the pod racer's cab area, add some more machine meshes like rods and other details. Oh, and by "fix up the cab area," I mean make a seat and whatnot, then veil it in a makeshift visor thing.
A good showcase model can easily assist you in getting people to, well, do things for you...
One more thing: For your race track map I suggest three words- Loops and Jumps.
"God isn't on our side either, cuz he hates idiots also."
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Pod Racer Physics [message #72682] |
Fri, 19 March 2004 05:23 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
Karma: 0
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General (3 Stars) |
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Well of course, but you got to keep the whole thing in low poly, the speeds are crazy, i played a test map with my brother over my lan, and it kept up nicely, but that is lan. Oh and people riders are out of the question, it has to be just a dome over it. I realize the body of the pod needs work, but everything i do to it, just doesnt seem right.
Plus you dont really even see the pod:
As a matter of fact, if anyone was nice enough to make a better pod,
then contact me
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
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Pod Racer Physics [message #72934] |
Sat, 20 March 2004 16:06 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
Karma: 0
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General (3 Stars) |
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may interest some of you, but i doubt it will matter to most of you here, because of your GMAX skills.
What it is, is lots of tiles including turns, straights, ramps, and other stuff, that shows up in race tracks. All you do is make the tile, and move it to match the one before.
I would show the tiles, but there are about 50. And they are all the exact same size.....60x60 so that mathmaticly they all line up, so you can actually make a loops, and the lenghts wont be off.
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
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Pod Racer Physics [message #72946] |
Sat, 20 March 2004 17:14 |
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IRON FART
Messages: 1989 Registered: September 2003 Location: LOS ANGELES
Karma: 0
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General (1 Star) |
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The pod's shape is good, but the texturing really sucks.
Quote: |
Quote from IRC
<[Digital]> get man_fucking_a_car.mpg
<[Digital]> ah fuck wrong window
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Pod Racer Physics [message #73118] |
Sun, 21 March 2004 13:09 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
Karma: 0
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General (3 Stars) |
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Check out that pod by E!, this picture doesnt do it justice.
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
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