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 four legged walker trouble 
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Joined: Thu Nov 30, 2006 8:49 pm
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Post four legged walker trouble
Yeah, I'm making a four legged walker with long legs, but the bottom part don't even touch the ground... I know it has something to do with offsets and whatever, so I was wondering if ANYONE would be willing to help me do this. I promise that I will put a lot of effort into this mod once the offsets are dont so you guys can have an awesome four legged walker.


Thu Dec 13, 2007 10:07 pm
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Joined: Sun Aug 05, 2007 7:31 pm
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Post Re: four legged walker trouble
Dragster, I've been having trouble with my REALLY big walker too. The legs don't collide with the ground at all, and I think it's because the feet offsets are wrong. Anyone gotten bigger crabs to actually walk well?


Thu Dec 13, 2007 11:42 pm
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Joined: Thu Nov 22, 2007 9:54 am
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Post Re: four legged walker trouble
Atomgroup.


Thu Dec 13, 2007 11:45 pm
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Post Re: four legged walker trouble
@Nephilim: Thanks. Thanks a LOT. No seriously. (Dammit internet ... send my sarcasm NOW!)

Neph, I've played with atomgroups a fair bit, but I don't know where to start to even trial-and-error the mod into working. How do they attatch? What happens to feet when my sprite changes? There's a bunch of tutorials I've read, but all skip the section on atom groups.

@Dragster, try using the giant clone's foot atom-group. It's a place to start at least ...


Fri Dec 14, 2007 12:53 am
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Post Re: four legged walker trouble
Well, yesterday I found out that atomgroups are indeed the most likely culprit here... And my tip to you is, start by moving every atom in the atomgroup down by about 50 pixels... Never actually tried it but it should work in theory.


Fri Dec 14, 2007 8:41 am
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Post Re: four legged walker trouble
So ... then we're saying foot atom groups attatch to the body. That way, feet and legs attatch at the same place, and the game only has to pick a 'leg' sprite that fits how far the foot is from the body?

Here goes my testing ...


Fri Dec 14, 2007 2:18 pm
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Joined: Thu Nov 22, 2007 9:54 am
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Post Re: four legged walker trouble
They're the points on the actor that collide. Play around with 'em a bit.


Fri Dec 14, 2007 2:33 pm
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Post Re: four legged walker trouble
Nephilim wrote:
They're the points on the actor that collide. Play around with 'em a bit.


Thank you so much captain obvious.


Fri Dec 14, 2007 3:10 pm
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Post Re: four legged walker trouble
Any luck drag? Or are you even testing now?

@Neph: Have you even worked with crabs yet? Or done ANY atomgroup work? Cause "Play around with 'em a bit." sounds like you've got no clue how big "a bit" of playing really is.


Fri Dec 14, 2007 3:15 pm
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Post Re: four legged walker trouble
No luck at all... Can I have your MSN by the way? I can send it to you.


Fri Dec 14, 2007 3:55 pm
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Post Re: four legged walker trouble
yeah, same as my post name, eternjc.


Fri Dec 14, 2007 4:05 pm
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Joined: Thu Nov 22, 2007 9:54 am
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Post Re: four legged walker trouble
Lol, noobs don't know who I am. Anyway, I meant play around with them a bit to find out what they do before asking for explanations. Knowledge earned is much better than knowledge given.


Fri Dec 14, 2007 11:34 pm
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Joined: Sat Feb 03, 2007 7:11 pm
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Post Re: four legged walker trouble
Pyro wrote:
Knowledge earned is much better than knowledge given.


It is also easier to use in times of actually needing it.

I'll help.


Sat Dec 15, 2007 12:09 am
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Post Re: four legged walker trouble
thanks zalo, but I think I solved most of it myself... Except that when facing left, the legs cross... But it seems this happens to the official dreadnaught as well, so I'm guessing it's an engine bug... Oh, and it sinks when standing still... and it leaves a 1 pixel trail straight down below the body... which rules out the possibility of it being caused by the feet or legs.


Sun Dec 16, 2007 10:41 pm
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