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CarbonFire's conveyor belts don't work on vehicles/kactors?

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    CarbonFire's conveyor belts don't work on vehicles/kactors?

    I am just copy/pasting them into a VCTF map I'm making, but it can't even move a guy who is feigning death. What gives?

    Edit: I am also copy/pasting in the physics and blocking volumes, not just the mesh.

    #2
    Bump...

    10chars

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      #3
      i worked on a map with those too. umm i think u might need to go into the properties of the physics/blocking volumes and change there collision to vehicles. im not sure though.

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        #4
        Ok, I'll try that now. Any other suggestions if it doesn't work?

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          #5
          It didn't work

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            #6
            well i am a complete noob at the editor so im not that suprised. there must be some way to make a volume that effects vehicles. i dont really know though. sorry

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              #7
              I just asked captainsnarf for help, maybe he knows what to do.

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                #8
                Stock physics volumes won't affect vehicles, what you can do though, is place UTVehicleBoostPads where your current physics volumes are to affect just the vehicles.

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                  #9
                  What can I configure with the boost pad?

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                    #10
                    It's tricky, but you can make a ZoneVelocity affect a vehicle in a physics zone by giving it a RigidBodyDampingWhatsit. I noticed that very high values do nothing, and about 100 tends to yank the vehicle to the deisred vector very quickly, so it might be a velocity change per frame/tick value.

                    I've only tested this with a Raptor whose physics were set to Null while it was attached to a mover and lifted via matinee into the physicsvolume, and then returned to RigidBody and Detached at the same point inside it, so I don't have comprehensive testing going on here, but it seemed to work for that.

                    (I was trying to see if it was possible to have a vehicle in a 'storage' position, that goes through a launch proceedure when you get in it, and thinking of an effect like the StarFury launches in Babylon 5 . It's really too bad that the velicity of the matinee motion isnt' maintained when you detach something ... though I didn't test changing it's physics a tick before detaching it .... Hm)

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                      #11
                      Ok, sounds confusing, but I'll try both.

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                        #12
                        Ach, sorry; I do remember feeling confused in the editor though. Just think of that damping factor as some sort of "how fast can vehicles be affected by this" limiter though, that might help

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                          #13
                          And would it also work with kactors and physics assets?

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                            #14
                            Um, I think so. Those all use phys-type RigidBody, right? That's what the damping is for, not specifically vehicles, so I would think so. Probably. (meep)

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                              #15
                              Oh ****, forgot to try it out again, another double xp thing on COD5 lol. Also, I dont really understand your instructions, are the first and second paragraphs talking about the same process? I have my doubts about the vehicle boost pad too, after all, its purpose is to accelerate a vehicle, not so much as to apply a constant velocity.

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