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Duper Forum-Nutzer
Joined: 04 Aug 2004 Posts: 32
Location: Beaverton, Oregon USA
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Posted: 25.10.2004, 00:41 Post subject: Object behavior problem |
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Hi everyone.
I'm having a bit of a problem. Slowguy made a replica of the descent 1 reactor for a D3 Anarchy level that I am making. (Total Chaos) We are having trouble with the following things:
1). The reactor shoots at the floor.
2). At times it shoots 3 of the 4 gunpoints at the player.
I know very little about objects and thier behavior. anyone have any ideas?
Also, could someone post this in the "Leveldesigner - Board" forum? I don't know German at all.
Thanks all!
_________________ "Look up my nose and see your future..." Ed, Edd & Eddy |
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Atan Moderator
Joined: 27 Jul 2001 Posts: 876
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Posted: 25.10.2004, 01:23 Post subject: |
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shoots at the floor..
this means that the gun point direction is wrong, it looks towards the bottom.
At times it shoots 3 of the 4 gunpoints at the player
does this mean, that it shoot sometimes at the floor and sometimes at the player
but use 3 of 4 gp only ? I can't get the meaning here.
And I don't own not enough information how the reaktor is done..
Some questions about:
he made a reactor.orf and converted it into oof with OOFEdit ?
How did he made the reaktor gam file entry ?
from scratch or took i.e. a turret entry as base?
Do you use DallasScript controling the reaktor,
or is it something like a robot/turret ?
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Duper Forum-Nutzer
Joined: 04 Aug 2004 Posts: 32
Location: Beaverton, Oregon USA
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Posted: 25.10.2004, 02:18 Post subject: |
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shoots at the floor..
this means that the gun point direction is wrong, it looks towards the bottom.
Yes. I was wondering where in OOFEdit this is "fixed" or changed.
At times it shoots 3 of the 4 gunpoints at the player
does this mean, that it shoot sometimes at the floor and sometimes at the player
but use 3 of 4 gp only ? I can't get the meaning here.
He made a modification so that the blobs (or shots ) home in on the player. It is the old Descent 1 reactor so there are 4 gunpoints. In Descent 1, the reactors didn't shoot more than one gunpoint at a time, most of the time. I wanted to know if this is a property controlled by model properties set in the OOF Editor or by scripting.
And I don't own not enough information how the reaktor is done..
Some questions about:
he made a reactor.orf and converted it into oof with OOFEdit ?
I think he created the entire thing with the OOFEdit
How did he made the reaktor gam file entry ?
from scratch or took i.e. a turret entry as base?
That I'm not sure. I think he used a modified one, but it's much different by now. why?
Do you use DallasScript controling the reaktor,
or is it something like a robot/turret ?
No scripting yet. All was done with the OOFEditor and its base properties.
Here is the Reactor:
_________________ "Look up my nose and see your future..." Ed, Edd & Eddy |
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Slowguy Forum-Newbie
Joined: 25 Oct 2004 Posts: 2
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Posted: 25.10.2004, 08:19 Post subject: |
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fixed!!!
the problem was with making the reactor's shots follow the player, a setting in the gamfile made it so that the shots would follow the target, but would shoot just below. so the shots would never hit the ship, they would always go underneath. the gunpoints were alright, i think it was a fov (field of view) problem. anyways, thanks, i'll post again if i have anymore trouble.
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Atan Moderator
Joined: 27 Jul 2001 Posts: 876
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Posted: 25.10.2004, 08:47 Post subject: |
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@Slowguy
Fine that it's working for you now!
Very interessting,
did you tell the reactor to let it's shots home, (how?)
or did you modify the blobs to do so?
(This is how I did that task as I made such a reaktor firing)
@Duper
seems there is no need for this infos anymore
Just what belongs to weapons:
With OOF edit you convert /planned/ faces to GP's and control their directions then,
(usually they look as the Face normal did)
and you assign each GP to a weapon battery in OOF Edit
Then you convert the orf to oof.
This new object will not be able to shoot until you make a gam file entry for it.
This is much easier done if you take an existing one and modify it so it fit your ideas then.
One mighty part which control the weapons is 'weapon batteries'.
there you can tell i.e. each battery which gunpoint will fire what weapon and how.
Really complex thing this all, not an easy task.
As far as I know, you can't make all this properties with oof-edit,
this is done by the gam file, that why I asked for.
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Slowguy Forum-Newbie
Joined: 25 Oct 2004 Posts: 2
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Posted: 26.10.2004, 09:17 Post subject: |
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thanks atan =)
my goal was to build a reactor for d3 that behaves similar to the one from d1. the problem was that the four gunpoints were fixed, they could not follow the players movements. i experimented around with this and found that there is a setting in the gam file that allows the fixed gunpoint to rotate as if it was on a turret. the setting was under weapon batteries > flags, and the flag was "aim target". i think. i cannot remember, and i'm too lazy to look right now, but anyways, that didn't work to well. the reactor acted exactly like it should, except that when it fired shots it would shoot right below your ship and never actually hit it. the gunpoint would rotate and the shots would follow you, it's just they would always be right below your ship. i figured it was a fov setting that needed to be adjusted. but i looked and couldn't find where it needed to be adjusted. later i realized that the fov setting could be adjusted for turrets with oof editor. i fixed the problem by making each gunpoint rotate on an invisible turret. thereby unfixing them it's probably what i should have done from the beginning... so now there are four gunpoints rotating on four invisible turrets. and each of the turrets are controlled by four weapon batteries. it's sort of complicated, but it works.
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Atan Moderator
Joined: 27 Jul 2001 Posts: 876
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Posted: 26.10.2004, 18:11 Post subject: |
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Nice Slowguy!
that's an example for what I'm talking about always!
It's nearly all possible inside D3, you just have to find a workaround for it.
And sure you need a lot of ideas too, as well as much much time and patience.
One goal, but we are able to reach it by using different ways
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pipsqueak Forum-Nutzer
Joined: 18 Feb 2003 Posts: 18
Location: USA
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Posted: 27.10.2004, 03:23 Post subject: |
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My head was spinning just reading your post slowguy!
_________________ New York City Rocks! Always Has, Alway Will! |
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Duper Forum-Nutzer
Joined: 04 Aug 2004 Posts: 32
Location: Beaverton, Oregon USA
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Posted: 27.10.2004, 06:59 Post subject: |
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Pretty clever fix there Slow. Nice job!
_________________ "Look up my nose and see your future..." Ed, Edd & Eddy |
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