did you know...few tips about objects

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TitiShu
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Re: did you know...

Post by TitiShu »

Yep... It's a very nice stuff... it won't fit very well with SpeedBall...

But we already have some ideas... an I think that Action Maker would be better to make our ideas... When is it come ???

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Re: did you know...

Post by steeffeen »

it's really fun throwing stuff around!

but it's not 100% clean
things that could be improved:
- you can't discard the throw event
- the object is already detached from the player when the event is raised
- the throw speed has to be set before the player tries to throw the object, it can't be set at the moment the player wants to throw

others:
- it would be cool if we could set the weight of items to alter the throwing curve

any chance that these points get improved?
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    xbx
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    Re: did you know...

    Post by xbx »

    TitiShu wrote:Yep... It's a very nice stuff... it won't fit very well with SpeedBall...
    Oh really? :( why is that?
    steeffeen wrote: but it's not 100% clean
    things that could be improved:
    - you can't discard the throw event
    - the object is already detached from the player when the event is raised
    - the throw speed has to be set before the player tries to throw the object, it can't be set at the moment the player wants to throw
    these I don't know for sure. (but I guess some can be difficult to do, because it would need to change the order of execution physics / mode script)
    steeffeen wrote: - it would be cool if we could set the weight of items to alter the throwing curve
    this one is already possible..
    you can use GravityCoef: 0 = straight line, large number = fall fast. (I guess it could be called weight, but it's not exactly that. )

    and Restitution: would control the bounciness (0 = don't bounce)
    and Friction: the rolling on the ground.
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    steeffeen
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    Re: did you know...

    Post by steeffeen »

    yeah of course it's not the weight ^.^
    and i meant setting the coeff directly inside the script ;)

    both my bad wording sorry
    but i guess setting the coeff inside the item should be enough :thumbsup:
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      Re: did you know...

      Post by xbx »

      There's an other thing that is possible with objects, although it' pretty much WIP, and I haven't tried it so I don't even know if it works....

      You can add

      Code: Select all

        
          <Phy>
            <HitShape Type="Mesh" File=".../xxx.Shape.gbx"/>
      [....]
         </Phy>
      [...]
      
      to make the object hittable by bullets.

      caveats:
      * it only works with non moving objects
      * you'd have to hack around to make a Shape.Gbx file.
      I think at this time, you'd have to first import a fake static object, and that will produce a .Shape.gbx file in addition to the mesh. then you can copy the file and import your actual dynamic object.
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      steeffeen
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      Re: did you know...

      Post by steeffeen »

      xbx wrote:
      TitiShu wrote:Yep... It's a very nice stuff... it won't fit very well with SpeedBall...
      Oh really? :( why is that?
      well mostly because it would decrease the speed of the game imho
      the ball would lie around and would have to be picked up from bad spots and so on
      maybe there will be a script setting some-when but i would rather like to use the throwing in another game mode :thumbsup:
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        Re: did you know...

        Post by TitiShu »

        xbx wrote:
        TitiShu wrote:Yep... It's a very nice stuff... it won't fit very well with SpeedBall...
        Oh really? :( why is that?
        Hard to explain,

        But It'll change all the Speedball gameplay and some problems are coming
        - What about the Ball Reset Timer
        - If the ball go out of the map... Offzone everywhere is ugly... (the solution is to set an area with MT in a clip and link this clip to the script (but not possible for the moment (in fact it would be really a cool stuff)))
        - Actually we can make multiple pass but if we loose the ball with the first shoot... it change all the gameplay

        We have already some plans for this stuff in other gamemode
        And with some settings adjustement it can maybe make a "SpeedBall like" gamemode

        xbx wrote:There's an other thing that is possible with objects, although it' pretty much WIP, and I haven't tried it so I don't even know if it works....

        You can add

        Code: Select all

          
            <Phy>
              <HitShape Type="Mesh" File=".../xxx.Shape.gbx"/>
        [....]
           </Phy>
        [...]
        
        to make the object hittable by bullets.
        Sounds Very Interesting it would be perfect in addition to collision with player too... (to make door)
        Can we use that with maniascript ? for exemple to add life to an item (a destructible obstacle)
        xbx wrote: caveats:
        * it only works with non moving objects
        * you'd have to hack around to make a Shape.Gbx file.
        I think at this time, you'd have to first import a fake static object, and that will produce a .Shape.gbx file in addition to the mesh. then you can copy the file and import your actual dynamic object.
        Hehe... I've already tried this "hack" to add Shape on Dynamic and make an elevator but doesn't work :roflol: ...
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        Re: did you know...

        Post by xbx »

        steeffeen wrote: well mostly because it would decrease the speed of the game imho
        the ball would lie around and would have to be picked up from bad spots and so on
        maybe there will be a script setting some-when but i would rather like to use the throwing in another game mode :thumbsup:
        Well I guess you could make the throw speed pretty high, and almost no bounce.
        And teleport the ball back to the thrower after a short delay, or as soon as object.vel is small ?
        but that may be clumsy..

        Or use the 4 actions key to have different kind of throws (direct throw as a straight line that return to the thrower if it misses. Parabolic throw that remains on the ground to blindly send the ball to the other side of the field....)
        Or, instead of using extra keys, change the behavior if you aim horizontally or to the sky.

        (And I haven't played a lot, so I have no clue actually.. )
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        Re: did you know...

        Post by xbx »

        TitiShu wrote: Can we use that with maniascript ? for exemple to add life to an item (a destructible obstacle)
        well you get an OnHit event with VictimObject filled in.

        And then I guess you can always switch the object with an other one broken...
        but that's a bit of a hack, and it would miss particles and stuff..

        (And yes of course, making doors is pretty high on the to-do list..)
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        steeffeen
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        Re: did you know...

        Post by steeffeen »

        xbx wrote:landmarktag="{{{BlockPoles[0].Id}}}" (or any CSmLandmark)
        unfortunately this doesn't work, the marker doesn't appear anywhere
        i also tried blockid and landmarkid

        // Edit: could you please explain what CSmObject::MachineState is used for?
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