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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Pulling MOPixels - Unpredictable..
okay, so im working on an all around parkour-ish actor at the moment, and the actor works nicely. however, i want a device that allows him to climb things easily, and doesnt just make him fly. so, the weapon concept is: device shoots a low LifeTime AEmitter that gibs into another AEmitter that inherits the velocity of the old emitter but emits negative mass particles, thus pulling the actor forward. easy, huh? apparently not. this is the first issue ive ever really had with getting something working, because it seems to be unpredictable. sometimes, the emitter negative mass particles do nothing at all; other times, they splatter my actor across the map; other times, they remove a limb. the only thing that hasnt happened is what i want: the actor is propelled forward enough to allow the player to traverse overhangs easily enough. attached a .rte of the problem device.. it all loads fine, it just doesnt work i would truly appreciate some help here, this is bugging the ♥♥♥♥ out of me. if anyone could fix it, id be much obliged. for the record, the particles are only visible currently so i can see what theyre doing. cheers.
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Tue Nov 18, 2008 11:49 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Pulling MOPixels - Unpredictable..
Oh I'm very familiar with negative mass particles. They like to accelerate themselves and other objects and this results in wierd splatters and other mysterious things like decapitation and such. The problem here is most likely in the engine itself in the case of negative mass particles. As for your actor climbing properties, atomgroups and limbpaths are what youre supposed to be looking at. Have fun! If you fail that, make the climbing gun to create pushing emitters behind him.
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Wed Nov 19, 2008 1:27 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Pulling MOPixels - Unpredictable..
ive done limbpaths, but i dont think you can make a limbpath that allows actors to hang from the cieling without damaging all their other motility. ive already done limbpaths for everything that work great and fine (he looks like hes sprinting, and can launch off walls happily), however, i want this to be a tool to allow the scaling of cliffs without a powerful jetpack in a way that looks cool. do gib offsets align themself with the thing gibbing? if so, i might be able to do the pushing emitter thing.
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Wed Nov 19, 2008 1:37 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Pulling MOPixels - Unpredictable..
Wait... you're using an emitter to pull the operator actor forward? Why not just use negative recoil? Or do these emitters rely on terrain in some way, making it more like climbing?
On the subject of your actual problems, you can't expect to push/pull fragile stuff (such as vanilla actors) by means of collisions with the current engine without damaging it. It just doesn't happen. Anything strong enough to budge a standard actor rips stuff off it; like heads and limbs.
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Wed Nov 19, 2008 2:57 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Pulling MOPixels - Unpredictable..
Use Mr. X. hes almost invincible.
Also, it helps is you make the feet and hands one pixel. It digs into stuff more, and gives more leverage.
I cant really help other than those two suggestions. Sorry.
But you could replace the crawl path with a wall climbing walk path. like, don't change the preset name, but yeah... not a professional on walkpaths.
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Wed Nov 19, 2008 4:34 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Pulling MOPixels - Unpredictable..
the actor im using is a beast, he survives a rocket gibbing above him half the time, and takes a lot of wounding. he isnt the problem, its the device. im not planning on making his equipment work with vanilla actors anyway, though even in his current form its a blast combating them with him. the runner is a brain unit like snake, but very, very hard to kill without focused fire or some dropship gibs.. but it comes off as balanced. you'll see.
the device relies on terrain so it makes the actor climb, not fly. i can make a glider easy, but i want climbing gloves first. ill try doing it how numgun made me think, with positive emission gibbing behind him..
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Wed Nov 19, 2008 4:59 am |
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robolee
Joined: Fri May 11, 2007 4:30 pm Posts: 1040 Location: England
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Re: Pulling MOPixels - Unpredictable..
just use a gun that shoots negative mass particles, they don't even have to touch your actor, this will "suck" him forward.
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Wed Nov 19, 2008 3:33 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Pulling MOPixels - Unpredictable..
as is the principal behind just about every gliding/flight weapon in CC. but thats what i dont want to happen, see. as ive said, i dont want to make a glider/gravity crawler for him just yet, what i want is something that lets you pull your actor up surfaces, giving the effect of climbing. offsets arent working as far as i can see -_- annoying.. should negative X make a gib form out from the back of the first emitter?
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Wed Nov 19, 2008 9:40 pm |
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casey
Joined: Wed Dec 27, 2006 10:05 pm Posts: 100
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Re: Pulling MOPixels - Unpredictable..
no it just makes it form to the right no matter which way you're facing, just set x to 0 the problem is the method you're using won't just make the actor climb faster, it'll also jump higher and suvive higher falls
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Sun Nov 23, 2008 8:00 pm |
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jaybud4
Joined: Tue Oct 24, 2006 10:07 pm Posts: 511 Location: ☼The Infinite World☼
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Re: Pulling MOPixels - Unpredictable..
Geti wrote: the runner is a brain unit like snake Sounds like Mirror's Edge. But if that were the case, the runner would be female...
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Sun Nov 23, 2008 8:33 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Pulling MOPixels - Unpredictable..
funnily enough it does come to mind.. but no, he isnt based on her, though that game does look epic awesome.
anyone found any way for this to work? im kind of stumped/havnt been working on this tool.
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Mon Nov 24, 2008 2:33 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Pulling MOPixels - Unpredictable..
Maybe you could just give the actor some more effective limbpaths/hand atomgroups for climbing?
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Mon Nov 24, 2008 5:10 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Pulling MOPixels - Unpredictable..
on the roof? i might replace crouch with climb, but that seems a little wasteful.. we'll see. he's trickjumping nicely most of the time now, but he mauls terrain a little..
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Mon Nov 24, 2008 5:54 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Pulling MOPixels - Unpredictable..
Geti wrote: i might replace crouch with climb ...There's already climbing in the game, though. Why else do you think there would be ladder bunker modules? Although it's really pretty shoddy, as actors tend to rip up the ladders while trying to climb. And you might have some trouble getting the actor to start climbing, even if you do make the climbing more effective.
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Mon Nov 24, 2008 6:34 am |
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casey
Joined: Wed Dec 27, 2006 10:05 pm Posts: 100
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Re: Pulling MOPixels - Unpredictable..
what if you set the hand's atomgroup to a sticky material maybe they'd stick to the ceiling and walls and stuff
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Wed Nov 26, 2008 5:32 pm |
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