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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Halp, failing to mod dropship
So, i'm making a small faction mod and i'm making a custom dropship. Problem is, my dropship doesn't have sliding hatches like the vanilla ones, its has a hatch at the bottom that is supposed to work like regular rocket hatches, except I can't get it to work. I did all the animation and tried to change framecount and all sorts of variables (Like HatchDoorSwingRange) but nothing seemed to work preperly. How the hell do I make it open like a rocket? Halp plox. Edit: FFFFFUUUUUUUUUUUUCKKKKKKKK! Wrong section! Move plox.
Last edited by MaximDude on Fri May 29, 2009 2:43 pm, edited 2 times in total.
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Fri May 29, 2009 11:27 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Halp, failing to mod dropship
MaximDude wrote: So, i'm making a small faction mod and i'm making a custom dropship. Problem is, my dropship doesn't have sliding hatches like the vanilla ones, its has a hatch at the bottom that is supposed to work like regular rocket hatches, except I can't get it to work. I did all the animation and tried to change framecount and all sorts of variables (Like HatchDoorSwingRange) but nothing seemed to work preperly. How the hell do I make it open like a rocket? Halp plox. Edit: FFFFFUUUUUUUUUUUUCKKKKKKKK! Wrong section! Move plox. I have never tried doing such a thing and I bet Data never intended for that to be done. Its not possible partner, nope.
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Fri May 29, 2009 11:40 am |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: Halp, failing to mod dropship
Feck. Well... Now I have to redesign the dropship... Damnit.
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Fri May 29, 2009 11:43 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: Halp, failing to mod dropship
MaximDude wrote: Feck. Well... Now I have to redesign the dropship... Damnit. No no no no no. Not so hasty, Mr.... Pasty..? You should post it, see if anyone can work it out. I don't know what the hell you're talking about.
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Fri May 29, 2009 12:00 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: Halp, failing to mod dropship
Winterous wrote: No no no no no. Not so hasty, Mr.... Pasty..?
You should post it, see if anyone can work it out. I don't know what the hell you're talking about. I want it to open like this
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Fri May 29, 2009 12:12 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Halp, failing to mod dropship
That.....kind of looks wrong in a way. Anyhow, why not code it like the train? See how it hovors? And Mail's train opens doors like a rocket.
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Fri May 29, 2009 12:18 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: Halp, failing to mod dropship
Roy-G-Biv wrote: That.....kind of looks wrong in a way. Anyhow, why not code it like the train? See how it hovors? And Mail's train opens doors like a rocket. I checked it out, it works fine but it doesn't have an opening snimation. That is the problem here, the hull opens but there is no animation. Arghhh!! D:<
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Fri May 29, 2009 12:27 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Halp, failing to mod dropship
Dropships don't have opening animations as far as I can see. The sprite just moves. Make the door move behind the actor.
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Fri May 29, 2009 12:32 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: Halp, failing to mod dropship
Roy-G-Biv wrote: Dropships don't have opening animations as far as I can see. The sprite just moves. Make the door move behind the actor. I tried, I can't seem to make it slide up and down, it just rotates. I tried setting HatchDoorSwingRange from Matrix to Vector but it just crashed...
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Fri May 29, 2009 12:36 pm |
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The Pope Man
Joined: Fri Dec 22, 2006 10:14 am Posts: 29 Location: California, USA, Earth, Sol System
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Re: Halp, failing to mod dropship
I'm not too experienced with crafts, but what if you made 2 doors with sprite offsets very far away, but attached to the craft in the door area and just use a really low hatch door swing range so it looks like it's just moving up?
It might not look as good as your animation, but it could work.
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Fri May 29, 2009 12:59 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: Halp, failing to mod dropship
The Pope Man wrote: I'm not too experienced with crafts, but what if you made 2 doors with sprite offsets very far away, but attached to the craft in the door area and just use a really low hatch door swing range so it looks like it's just moving up?
It might not look as good as your animation, but it could work. I'll try that, although it may be tricky to get the offsets right.
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Fri May 29, 2009 1:11 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Halp, failing to mod dropship
Have you tried all the SpriteAnimMode settings? Particularly 5 and 6? I don't know how SpriteAnimDuration would work with that though, since there's also hatchdelay. I know dropships can animate, I remember someone gave one a cheesy light display.
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Fri May 29, 2009 6:24 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: Halp, failing to mod dropship
Azukki wrote: Have you tried all the SpriteAnimMode settings? Particularly 5 and 6? I don't know how SpriteAnimDuration would work with that though, since there's also hatchdelay. I know dropships can animate, I remember someone gave one a cheesy light display. I'll try that aswell. Thanks for the tips.
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Fri May 29, 2009 8:50 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Halp, failing to mod dropship
you could actually probably use a rocket and rotate some lua'd emitters next to it.. but that would be quite a bit of work XD
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Sun May 31, 2009 12:55 am |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: Halp, failing to mod dropship
Geti wrote: you could actually probably use a rocket and rotate some lua'd emitters next to it.. but that would be quite a bit of work XD If there's lua involved, there is bound to be fail.
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Sun May 31, 2009 10:59 am |
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