legacy-PlaneGuy
07-18-2003, 06:09 PM
Hey there, guys.
I'm (still) trying to make a tow cable for our mod. A brief explination: we're inspired by the classic game Rocket Jocky. You ride a rocket that can shoot grappling hooks out each side. You can use these for making tight turns, or attacking your opponents.
Anyway, our rockets are based on KVehicle, and therefore Karma-based. The tow cable must, then be karma-based in order to provide the physics for restricting the rocket, making turns, etc. Our players, like all players, are not Karma-based. They, however, must also submit to the will of the tow cable.
Here's my idea; tell me if I'm nuts.
I make a Pawn-sized Karma box and make it invisible and non-collidable in UT physics. The Pawn checks the box every tick.
IF the karma "ghost" is not KAwake, set its location to the pawn's.
IF the karma "ghost" is KAwake, Set the pawn's base to the karma ghost.
So, when the box incircling the pawn gets Karma bumped, the player follows it like a hamster in a plactic ball. Otherwise, the Pawn is in control.
What do you think? Has anyone else tried tying the two physics models together (at least as far as players are involved)? How did you do it?
I'm (still) trying to make a tow cable for our mod. A brief explination: we're inspired by the classic game Rocket Jocky. You ride a rocket that can shoot grappling hooks out each side. You can use these for making tight turns, or attacking your opponents.
Anyway, our rockets are based on KVehicle, and therefore Karma-based. The tow cable must, then be karma-based in order to provide the physics for restricting the rocket, making turns, etc. Our players, like all players, are not Karma-based. They, however, must also submit to the will of the tow cable.
Here's my idea; tell me if I'm nuts.
I make a Pawn-sized Karma box and make it invisible and non-collidable in UT physics. The Pawn checks the box every tick.
IF the karma "ghost" is not KAwake, set its location to the pawn's.
IF the karma "ghost" is KAwake, Set the pawn's base to the karma ghost.
So, when the box incircling the pawn gets Karma bumped, the player follows it like a hamster in a plactic ball. Otherwise, the Pawn is in control.
What do you think? Has anyone else tried tying the two physics models together (at least as far as players are involved)? How did you do it?