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 Help, problems 
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Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
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Post Re: Help, problems
maliken wrote:
Here's an invisible nonexistent leg I made:
Code:

AddActor = Leg
   PresetName = MMK2 Leg
   Mass = 1
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Base.rte/Null.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = 0
      Y = 0
   AngularVel = 6
   EntryWound = None
   ExitWound = None
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Concrete
      Resolution = 4
      Depth = 0
   DeepCheck = 0
   JointStrength = 100000
   JointStiffness = 0.5
   JointOffset = Vector
      X = 0
      Y = 0
   DrawAfterParent = 0
   ExtendedOffset = Vector
      X = 0
      Y = 0
   ContractedOffset = Vector
      X = 0
      Y = 0
   IdleOffset = Vector
      X = 0
      Y = 0
   MoveSpeed = 5.0
//   GibImpulseLimit = 90 //DELETE US
//   GibWoundLimit = 4 //DELETE US


It had some flaws, I fixed up that code a bit. Now the legs wont go anywhere for sure.
The problem was that the legs were fragile. JointStrength, that controls how much impulse force the attached object can take before its knocked away. The GIL and GWL can be deleted.


Mon Jul 06, 2009 4:26 pm
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Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
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Post Re: Help, problems
WHY ARE YOU TRYING TO USE FAKE LEGS WHEN REAL LEGS WILL WORK FINE AND ARE ALREADY SET UP?!


Tue Jul 07, 2009 11:26 am
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Joined: Wed Aug 27, 2008 6:44 am
Posts: 20
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Post Re: Help, problems
maliken wrote:
Edit: I gave the Mammoth 4 dummy legs. Now it doesn't bleed anymore. But when it loses 10 hp (total 2000), it will die.


There are two ways to kill Creatures; bring Hp down to Zero or destroy the head. If you want the head to not explode when shot at, then increase it's GibWoundLimit to a big number or -1 for INFINITY :0


Tue Jul 07, 2009 11:53 am
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Joined: Fri Dec 22, 2006 4:20 am
Posts: 4772
Location: Good news everyone!
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Post Re: Help, problems
Geti wrote:
WHY ARE YOU TRYING TO USE FAKE LEGS WHEN REAL LEGS WILL WORK FINE AND ARE ALREADY SET UP?!

For effect, you can't animate the body like that, or it will just keep swaying even while it is not moving. Or even not sway in sync with the legs.


Tue Jul 07, 2009 1:38 pm
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Location: some compy
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Post Re: Help, problems
CrazyMLC wrote:
For effect, you can't animate the body like that, or it will just keep swaying even while it is not moving. Or even not sway in sync with the legs.
you do realise there is an "animate while walking" number for framecount on the body? no?
also, crazy ♥♥♥♥ can be done with self.RotAngle in Lua. like, i dont know, rotating the body while you walk maybe. could even be done relatively.
your best bet is just SpriteAnimMode = 4


Wed Jul 08, 2009 5:53 am
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Joined: Mon Mar 16, 2009 8:28 pm
Posts: 35
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Post Re: Help, problems
Geti wrote:
CrazyMLC wrote:
For effect, you can't animate the body like that, or it will just keep swaying even while it is not moving. Or even not sway in sync with the legs.
you do realise there is an "animate while walking" number for framecount on the body? no?
also, crazy crap can be done with self.RotAngle in Lua. like, i dont know, rotating the body while you walk maybe. could even be done relatively.
your best bet is just SpriteAnimMode = 4


That's exactly how it is at the moment. But animated body can not move, so there must be legs.


Wed Jul 08, 2009 8:36 am
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Joined: Fri Dec 22, 2006 4:20 am
Posts: 4772
Location: Good news everyone!
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Post Re: Help, problems
Or, at least, feet.
And make sure the invisible legs are as long/slightly longer than as the fake ones.


Wed Jul 08, 2009 8:40 am
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Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
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Post Re: Help, problems
it wont work the way you want in CC, unless you do it the way Data intended, or can script like a pro.
i can see why you wouldnt want to have to sprite everything, but all you really have are a few frames for the body (looks like it could be perfect with about 10, but fine with 5), 3 frames each for the FG and BG legs respectively, and one for each foot.


Thu Jul 09, 2009 12:27 am
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