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Any way to make complex bounding boxes? [message #48667] Mon, 22 September 2003 19:21 Go to next message
PCWizzardo is currently offline  PCWizzardo
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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)?
Any way to make complex bounding boxes? [message #48755] Tue, 23 September 2003 11:43 Go to previous messageGo to next message
spreegem is currently offline  spreegem
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You mean like in Red Alert, the transport for water? it opens a door, the vehicle drives in, the door closes? If so, that would be sooooo cool!

Any way to make complex bounding boxes? [message #48854] Tue, 23 September 2003 18:16 Go to previous messageGo to next message
PCWizzardo is currently offline  PCWizzardo
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That's exactly what I mean. Is there a way to do this?
Any way to make complex bounding boxes? [message #48858] Tue, 23 September 2003 18:46 Go to previous messageGo to next message
spreegem is currently offline  spreegem
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PCWizzardo

That's exactly what I mean. Is there a way to do this?


I don't know how you would do that, but I'm sure you can either try a bunch of and eventually figure it out, or wait long enough, for someone to reply.


Any way to make complex bounding boxes? [message #48913] Wed, 24 September 2003 07:45 Go to previous messageGo to next message
OrcaPilot26 is currently offline  OrcaPilot26
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It's possible, but there is no a way to control a moving ramp.

http://nova.deadlyfear.com/uploads/files//sig_orca.jpg
"ALL HAIL THE CHRONOSPHERE AND ITS CHRONOSHIFTY GOODNESS" -Aircraftkiller
Any way to make complex bounding boxes? [message #48947] Wed, 24 September 2003 12:01 Go to previous messageGo to next message
PCWizzardo is currently offline  PCWizzardo
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I could make the ramp move by boning it as a barrel, perhaps backwards so looking down opens it. What I'm asking about is the worldbox -- the collision settings. (what's the oundingBox for, anyway? It's dofferent from the worldbox.

If aggregates won't work, then perhaps I could make it by attaching something similar to how the MMKII nose turret is attached, but I don't know how that's done. I'll probably make the vehicle come from a spawner, which may simplify things.

How do I do this?
Any way to make complex bounding boxes? [message #48954] Wed, 24 September 2003 12:23 Go to previous messageGo to next message
[REHT]Spirit is currently offline  [REHT]Spirit
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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.
Any way to make complex bounding boxes? [message #48955] Wed, 24 September 2003 12:29 Go to previous messageGo to next message
OrcaPilot26 is currently offline  OrcaPilot26
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making the ramp the barrel might work. If you make the worldbox only go up to the floor of the vehicle, and add vehicle collision to parts of the vehicle it should work

EDIT: just tested it, It doesn't work, multiple objects should though.


http://nova.deadlyfear.com/uploads/files//sig_orca.jpg
"ALL HAIL THE CHRONOSPHERE AND ITS CHRONOSHIFTY GOODNESS" -Aircraftkiller
Any way to make complex bounding boxes? [message #49187] Thu, 25 September 2003 17:48 Go to previous messageGo to next message
PCWizzardo is currently offline  PCWizzardo
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How does the script work?

I'd make the actual walls part of the vehicle, and only the invisible colliders would be attached.
Any way to make complex bounding boxes? [message #49190] Thu, 25 September 2003 18:10 Go to previous messageGo to next message
[REHT]Spirit is currently offline  [REHT]Spirit
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PCWizzardo

How does the script work?

I'd make the actual walls part of the vehicle, and only the invisible colliders would be attached.


*smacks his own head*

WHHHHHHHHHHHHY didn't I think of that? That would work so darn well graphics-wise and probally wouldn't work bad at all collision-wise

*bangs his head on his desk repeatedly for being so darned stupid*

Anyhow, script is pretty simple. You have 2 things: The preset of the invisible colliders, and an explosion to kill the colliders (when the vehicle blows up). The explosion can be invisible, and only really needs to do enough dmg to kill the colliders (OR you can enter just a plain explosion that does nothing here, and change the transport's explosion so it does the job, might not work as effectivly though).
Any way to make complex bounding boxes? [message #49193] Thu, 25 September 2003 18:35 Go to previous messageGo to next message
PCWizzardo is currently offline  PCWizzardo
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but would the walls PUSH vehicles inside, or would they KILL vehicles inside? I want it to PUSH.
Any way to make complex bounding boxes? [message #49204] Thu, 25 September 2003 21:54 Go to previous messageGo to next message
OrcaPilot26 is currently offline  OrcaPilot26
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I think that would kill all the stuff inside the transport if it gets destroyed.

http://nova.deadlyfear.com/uploads/files//sig_orca.jpg
"ALL HAIL THE CHRONOSPHERE AND ITS CHRONOSHIFTY GOODNESS" -Aircraftkiller
Any way to make complex bounding boxes? [message #49211] Fri, 26 September 2003 05:59 Go to previous messageGo to next message
npsmith82 is currently offline  npsmith82
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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

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Any way to make complex bounding boxes? [message #49215] Fri, 26 September 2003 08:09 Go to previous messageGo to next message
[REHT]Spirit is currently offline  [REHT]Spirit
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It'll push, but it'll probally be limited to SP, unless you find a script that'll attach an object on entry of a zone, and attach the zone to the transport. But then we need to find how to unattach it after a certain time or something.....

...........or it just might be time for a new script.......
Any way to make complex bounding boxes? [message #49244] Fri, 26 September 2003 12:24 Go to previous messageGo to next message
Jaspah is currently offline  Jaspah
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npsmith82

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...


If only Renegade had a Galaxy like the one in PS.

If you don't know what I mean; The back of the Galaxy can hold a buggy or small tank.
Any way to make complex bounding boxes? [message #49252] Fri, 26 September 2003 12:55 Go to previous messageGo to next message
Cpo64 is currently offline  Cpo64
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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 Go to previous message
Adavanze is currently offline  Adavanze
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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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