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 WIP - Turtle Mech 
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Joined: Sat Feb 03, 2007 7:11 pm
Posts: 1496
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Post Re: WIP - Turtle Mech
the modenator, i would make it look something along those lines,
but currently in this build, it is impossible

But, data confirmed that, well, here is what he said
Quote:
Yeah, it's a hardcoded hack right now that if the foot offset goes above a certain offset form the leg's joint, it jsut goes back to the idle offset. All that stuff has since bene changed around a bit for b19, and you can control whether it does that or not with a variable. (WillIdle = 1/0)


That was in a PM about size walkpath limits,

So until build 19, I can't do that kinda sketch.


Fri Nov 30, 2007 9:05 pm
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Joined: Sun May 13, 2007 8:50 pm
Posts: 35
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Post Re: WIP - Turtle Mech
have the areas inside of the squares be part of the body and the rest be the legs.
in other words have the area just above the rocket body midsection be the joint where the leg attaches to the body!


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Sat Dec 01, 2007 9:03 pm
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Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
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Post Re: WIP - Turtle Mech
Haha, thats a pretty good use of old sprites, I must say...

Does this thing actually manage to stay upright as it walks? I would think it would fall over the moment it picked up a leg to move, unless walking in CC isn't based entirely off of literal physics.


Sat Dec 01, 2007 9:57 pm
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Joined: Sat Feb 03, 2007 7:11 pm
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Post Re: WIP - Turtle Mech
It would stay upright since all actors (AHumans)
Have KeepUprightConstraints on them so clones, and robots,
and Turtle Mechs won't fall over (easily).


Sun Dec 02, 2007 1:24 am
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Joined: Mon Jul 16, 2007 9:50 am
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Location: Tallahassee, FL
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Post Re: WIP - Turtle Mech
zalo wrote:
It would stay upright since all actors (AHumans)
Have KeepUprightConstraints on them so clones, and robots,
and Turtle Mechs won't fall over (easily).

Alright, thats kinda what I figured...


Sun Dec 02, 2007 2:28 am
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