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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Experimental Dummy Vehicles
A AHuman could have hands at the exact same spot as the shoulder, and also have the ability to aim upwards.
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Fri Sep 18, 2009 7:41 pm |
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Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
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Re: Experimental Dummy Vehicles
Lizard wrote: A AHuman could have hands at the exact same spot as the shoulder, and also have the ability to aim upwards. Just set the AimRange to pi/2 if you want to be able to aim straight up with a crab.
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Fri Sep 18, 2009 8:05 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Experimental Dummy Vehicles
You can? Didn't know that...
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Fri Sep 18, 2009 9:32 pm |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: Experimental Dummy Vehicles
Just played this.
Very, very good. Suspension is excellent.
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Sat Sep 19, 2009 4:11 am |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: Experimental Dummy Vehicles
Abdul Alhazred wrote: Lizard wrote: A AHuman could have hands at the exact same spot as the shoulder, and also have the ability to aim upwards. Just set the AimRange to pi/2 if you want to be able to aim straight up with a crab. So if I wanted to aim... backwards, Then Pi would be my number?
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Sat Sep 19, 2009 4:16 am |
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ZevN47
Joined: Fri Mar 13, 2009 2:31 am Posts: 217 Location: Earth... I think
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Re: Experimental Dummy Vehicles
whats all this Pi we are talking about now... bah who cares I can't even do my own lua... Good job on the tank thing however I would like to see it have a high velocity cannon (like a real cannon) or maybe a rail gun... also could you make the tank gib from like a grenade or bomb so it could be easily transported by airship)
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Sat Sep 19, 2009 4:35 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Experimental Dummy Vehicles
I'm sick of Dummy Frankenstein appearance mods, (edit:no longer applies to the mod) but the scripted functions here are amazing. And I will never understand them.
Last edited by Azukki on Sat Mar 06, 2010 10:43 am, edited 1 time in total.
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Sun Sep 20, 2009 1:58 am |
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pieman280
Joined: Sat Oct 20, 2007 11:17 pm Posts: 199
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Re: Experimental Dummy Vehicles
This is nice! I love the car. Are you going to add onto this?
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Sun Sep 20, 2009 2:17 am |
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Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
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Re: Experimental Dummy Vehicles
pieman280 wrote: This is nice! I love the car. Are you going to add onto this? Planning to some work on the sprites, make another mission and maybe add a version of the armored car with different weapons, but I'm working on some other things at the moment so it will take a while.
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Sun Sep 20, 2009 12:23 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: Experimental Dummy Vehicles
Azukki wrote: I'm sick of Dummy Frankenstein appearance mods, but the scripted functions here are amazing. And I will never understand them. The code for the car is actually pretty simple, apply downward force to the wheels, and move the body above them.
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Sun Sep 20, 2009 3:14 pm |
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Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
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Re: Experimental Dummy Vehicles
Roon3 wrote: The code for the car is actually pretty simple, apply downward force to the wheels, and move the body above them. Simple, but still complex enough to be misunderstood I see.
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Sun Sep 20, 2009 4:46 pm |
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AlphaCommando
Joined: Wed May 02, 2007 10:27 pm Posts: 514 Location: Eating ice cream at Graeter's
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Re: Experimental Dummy Vehicles
I really love the armored car, makes for a fun support option when you are getting overrun. Might I suggest a Gears of War Centuar tank esque-look for it if you decide to resprite? Honestly that's the first thought that popped into my head when I saw your armored car, course it has 6 wheels but hey, that looks even cooler. Not to mention the main gun feels a bit...weak, not to say it is but I was hoping for a roaring cannon of a gun. Either way, this is a wonderful innovation and really hope to see gunships and wheeled vehicles springing up in mods sometime soon.
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Sun Sep 20, 2009 7:11 pm |
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Point.blank
Joined: Sat May 02, 2009 4:52 am Posts: 254
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Re: Experimental Dummy Vehicles
Oh god, you just reminded me of Gears of Awesome... *shivers*
A tank would be a good idea, although I don't quite see how the tank treads would work... I know the mammoth tank had tank treads, but those are kinda messed up. If we could find a ways to make Actual treads, though...
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Mon Sep 21, 2009 3:03 am |
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gtaiiilc
Joined: Wed Dec 13, 2006 12:10 am Posts: 562 Location: Termina
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Re: Experimental Dummy Vehicles
the APC reminds me of the R.A.T from Metal Arms: Glitch in the System. and that is awesome
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Mon Sep 21, 2009 5:36 am |
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Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
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Re: Experimental Dummy Vehicles
Updated: New mission, better sprites and lots of bug fixes. Also, I was probably wrong about this: Abdul Alhazred wrote: Geti wrote: you might want to use moveoutofterrain rather than erasefromterrain. Already tried it, but it never worked. I suspect terrain destruction is reduced slightly if moveoutofterrain is applide every frame.
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Thu Oct 08, 2009 9:16 pm |
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