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  • replied
    What are repulsors?

    -

    Very advanced, meaning, a knee-jointed bot that can walk on three legs, keep it's upper body stable (car-like body physics, but trying to keep itself straight, not leaning) and possibly hips that appear to be shock-absorbing, and tilt according to the terrain.

    Something like what you might find in a mech-warrior game, but I dont remember how smoothly the mechs in those games operate.

    If UT2007 doesn't allow, then it will have to be simplified, but I have high hopes in it thus far. Havok, yo.

    -

    And where the **** did this warning level 1 come from??? WTF, I'm like the nicest person.
    ...unless you get WL for promoting non-Atari games, in which case you'd have to spank me.

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  • replied
    Originally posted by Dario D.
    You can feel free to get a rig working, but I won't be able to work on it until the second phase of my mod, for which I will need to make a very advanced, super-polished rig for one of the vehicles for the UT2007 version of the mod.

    By that time we'll be working with Novodex physics, so... hopefuly it'll be better, and more flexible.

    But until then, I would like it to work for the UT2004 version of the mod, if only to get the system working. It's a very complex design, but only needs simple mechanics to work,... then once it works, the vec abilities need to be replicated into several similar abilities.

    For example, we need to strive to get a vehicle to move with legs attached... As soon as that's done, make it do other things, like jump, crouch, sprint, etc. The vehicle is very down to earth - nothing looney or "unreal" - but capable.
    Try attaching repulsors to bones on the feet.

    "I will need to make a very advanced"

    What is "advanced"?

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  • replied
    I've considered adding various thingies that are not part of the vehicle's mesh, each with its own collision, for various other purposes as well (including ablative shields, destroyable parts, heads or tails, collision on cannon barrels or karma issues on huge vehicles).

    What I'm not sure of is what that does to tracing. If a trace hits the add-on, is it considered to have hit the vehicle? Or just the add-on? If the latter, then forwarding the damage to the vehicle is easy... but what happens when...
    • The add-on is hit by a shock core. Does the vehicle jolt back?
    • The add-on is targeted with an AVRiL. Is lock-on possible?
    • The add-on is hit by a friendly link beam. Is the vehicle healed?
    • The add-on gets hit by any of a dozen 3rd party weapons that have some special effect on vehicles. Does it affect the vehicle?
    • Another vehicle rams the add-on. Is there a crash? If so, how does the vehicle with the add-on react?
    The reason none of these questions apply to wheels and turrets is that none of those has collision (at least, none that works). They cannot be hit at all, and all traces hit the vehicle's collision box.

    I guess the closest thing such add-ons can be compared to is the Paladin's shield. What would happen in any of the above situations if the shield were targeted or hit in a spot that does not have any part of the Paladin directly behind it (say, you hit the shield from the side)?

    I can't check now, but I bet it'd just be replacing one set of problems for another (probably even more serious) set.

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  • replied
    Sorry if I am re-kendling this flame, but I am just trying to help you guys think outside the box...

    could it be possible to make the mech and use dummy objects as the legs? Then have the leg parts individually attached at the dummies and set them up with individual collision in UE. I've seen something similar in the AirPowerIII helicopter, but not sure if it had collision. Howver, the attached deco blade spinning was a .psk so you can definately add collision... and if it got destroyed, then so did the entire vehicle. This is good cuz if your mech gets de-legged, then it won't just float there. It might only explode, rather than fall over, but that is another set of issues...

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  • replied
    Extending xPawn merely replaces one set of problems with another. Having the ONSVehicle framework and interface is worth something too.

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  • replied
    Something that might work is to make our own vec based off of the xPawn code, it's easy to posses/unposses stuff, mind you the physics would be a little pooched...

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  • replied
    You can feel free to get a rig working, but I won't be able to work on it until the second phase of my mod, for which I will need to make a very advanced, super-polished rig for one of the vehicles for the UT2007 version of the mod.

    By that time we'll be working with Novodex physics, so... hopefuly it'll be better, and more flexible.

    But until then, I would like it to work for the UT2004 version of the mod, if only to get the system working. It's a very complex design, but only needs simple mechanics to work,... then once it works, the vec abilities need to be replicated into several similar abilities.

    For example, we need to strive to get a vehicle to move with legs attached... As soon as that's done, make it do other things, like jump, crouch, sprint, etc. The vehicle is very down to earth - nothing looney or "unreal" - but capable.

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  • replied
    I'd be happy to do the coding, but I'll need someone to help me out with the animations and someone to help with the karma. Any takers?

    Leave a comment:


  • replied
    In the first post I mentioned:
    Of course, some kind of "solid" crushing volume will be *attached to the animating bone*, and move up and down, regardless of the Karma leg's position.
    This will *appear* to make the leg "crush". The volume AND the karma leg are linked to the animation.

    The only difference between the leg and the volume, is that the leg collides and stops on the terrain, and the volume goes right through it... but you can't see that.

    So the leg is client-side Karma, but collision still works online because it's handled by a volume that moves in the same path as the Karma leg. Again, the only different is that it doesnt collide with the ground.

    It would probably take some beefy coding, but you think it could be done? I know some games like MechWarrior have figured out how to get this kind of thing working online, just with animation+code.

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  • replied
    Yeah thats what I was thinking. If the collision is done with a hitbox that covers an area large enough to cover wherever the legs would be then it wouldn't be a problem. It's not ideal but it's probably the best bet.

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  • replied
    Clientside would be fine. Hitboxes won't move with animations anyway, it seems.

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  • replied
    You could get that to work if you a. Did not care if anything interacted withthe legs (pawns/projectiles/shots would all pass through) and I'm not sure if the vehicle paramaters you would movie it off of would replicate correctly...

    hmmm

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  • replied
    Because of the way Karma works onlie (ie it doesn't, even good Karma, the net frinedly karma actors only suppots a basic actor (like a ball or log rolling), no joints), you would have to update al the rotations in script which would probably not work too well (since UScript execution time is so slow)
    Could it be done client-side though? If it's not important to gameplay where the legs actually are then I don't see a reason why their position would actually need to be replicated. Similar to they way ragdoll bodies are done client-side only.

    I'm not very good with replication so I could be totally wrong here.

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  • replied
    Because of the way Karma works onlie (ie it doesn't, even good Karma, the net frinedly karma actors only suppots a basic actor (like a ball or log rolling), no joints), you would have to update al the rotations in script which would probably not work too well (since UScript execution time is so slow)

    I can't even get a simple "follow the lead car" train system to work online, well it looks great single player, it breaks apart in multiplayer (and the absolute barest amount f code possible)


    What 'might' work is to attach the legs to an invisible animation, and heave them stop/detach themselves when they hit the ground, then when the bone of the animation comes back to the original pivot, rejoin themselves... you might even get away going that completey client side, don't expect the vec to give **** what happens to the leg though (ie if it's higher it's not going to lift that side of the vec up any)

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  • replied
    What is a "karma leg"? An actor with karma properties?

    There must be something that can be done here. Worst case scenario is that the bones have to be rotated by code, like the Cicada rudder.

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