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salt_1219
Joined: Tue Jan 12, 2010 8:25 pm Posts: 400 Location: mukilteo, wa
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Sticky feet?
Can foot atom groups be used to make a characters feet sticky, allowing him to climb walls? I would love to know for a mod I'm working on.
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Tue Mar 09, 2010 8:58 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Sticky feet?
increasing friction does this to some degree, but you cant just make the foot "stick". its also about atomgroup shape, have crabs can climb walls because of their 1atom footgroups.
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Tue Mar 09, 2010 9:47 pm |
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salt_1219
Joined: Tue Jan 12, 2010 8:25 pm Posts: 400 Location: mukilteo, wa
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Re: Sticky feet?
Ok geti let me see if I have this right. I can increase the stickie-ness but to fully maximize it I should add a tiny point to the foot of say, a soldier for this. Like a electrician would have when scaling a telephone pole, a boot spike. If anyone else has a tip for me please chime in.
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Tue Mar 09, 2010 10:20 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Sticky feet?
Yes, but It wont work right unless you change the walk and climbpaths drastically.
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Wed Mar 10, 2010 3:42 am |
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salt_1219
Joined: Tue Jan 12, 2010 8:25 pm Posts: 400 Location: mukilteo, wa
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Re: Sticky feet?
Geti wrote: Yes, but It wont work right unless you change the walk and climbpaths drastically. Noted, thanks again. Looked around the forums and it seems I need to adjust the friction in the atomgroups material. High friction = sticky As for changing the walk/climb paths would I reduce my stride to keep contact?
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Wed Mar 10, 2010 3:49 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Sticky feet?
just put a thrust down of the foot at the start of the path for starters, and tweak manually (read: for hours) after that
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Wed Mar 10, 2010 3:51 am |
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salt_1219
Joined: Tue Jan 12, 2010 8:25 pm Posts: 400 Location: mukilteo, wa
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Re: Sticky feet?
Geti wrote: just put a thrust down of the foot at the start of the path for starters, and tweak manually (read: for hours) after that I will check out the walk path tutorial, and make a note about that thrust. (at work so I can't work on it right now)
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Wed Mar 10, 2010 3:53 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Sticky feet?
Walkpaths are some of the most loosely documented, painfully implemented, long, arduous and intense trial and error modifications that you can do in Cortex Command. I wish you luck.
Side Note: Data please give us a point by point draggable walkpath editor. Thanks
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Wed Mar 10, 2010 7:24 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Sticky feet?
LowestFormOfWit wrote: Walkpaths are some of the most loosely documented, painfully implemented, long, arduous and intense trial and error modifications that you can do in Cortex Command. I wish you luck.
Side Note: Data please give us a point by point draggable walkpath editor. Thanks ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ THIS
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Wed Mar 10, 2010 8:03 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: Sticky feet?
Actually, If Data made a walkpath editor in the CC engine, that would be beyond fabulous. It could have half the screen be the various options for editing the walkpath, with the other half be an in game screen with the actor. You could control the actor there, and see how it looks, walks, climbs, eats terrain, etc, and then make changes as needed.
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Wed Mar 10, 2010 8:27 pm |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: Sticky feet?
This would lead a new Era of large actors .
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Wed Mar 10, 2010 8:38 pm |
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salt_1219
Joined: Tue Jan 12, 2010 8:25 pm Posts: 400 Location: mukilteo, wa
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Re: Sticky feet?
Its a bit hard to type this on my phone, but here's what I did so far. I made a custom material with no bounce and friction 1. Barrowed the drednaughts foot group and substituted rubber for my new material. I thought I would notice a increase in foot wall adhesion, but I didn't.
It actually seems to eat terrain more. I will keep messing around with this till it works.
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Wed Mar 10, 2010 9:19 pm |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: Sticky feet?
Crabs also tend to have 'spikes' on the tip of their legs, allows them to hook onto stuff.
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Thu Mar 11, 2010 12:08 am |
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lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
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Re: Sticky feet?
maby you could just nerf the walkpaths entirely and use lua to check if a wall is next to you in the direction where your walking. then alter the actors vertical speed accordingly. then you could change the walkpath slightly so you climb faster.
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Thu Mar 11, 2010 12:32 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Sticky feet?
dragonxp wrote: Crabs also tend to have 'spikes' on the tip of their legs, allows them to hook onto stuff. ♥♥♥♥, YOU ARE THE NEW ALLSTONE WHEN HE STILL SAID THINGS HE DIDNT KNOW AT ALL, THE ONLY PART OF A LEG CONNECTED TO AN ACTOR THAT COLLIDES IS THE FOOTGROUP, WHICH HE COPIED FROM THE DREADNOUGHT ANYWAY. THE VISUAL DIFFERENCE MEANS NOTHING. Ontopic, friction = 1 will exert a lot of force on the ground.. you might want to lower the pushforce.
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Thu Mar 11, 2010 1:37 am |
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