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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?
Geti wrote: 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. Sorry?
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Thu Mar 11, 2010 1:40 am |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: Sticky feet?
I actually had an idea for something involving stickie feet a few builds ago, but I suck at actors and had no clue what I'd be doing so I kept my mouth shut. The theory is sound, but the application is quite retarded.
Long skinny feet, only 1 pixel high, with AEmitters on the toes that make tinny holes in the terrain right in front of them, so the feet fit into the walls and stuff like a key. Unfortunately that would require A) new walkpaths for climbing, B) they'd probably get stuck, And C), it would be retarded. I got the idea for this trying to figure out if it would be possible to make a tripod or something that could climb over anything, with long spindly legs... between massive sprites, massive walkpath problems, and the probably need to script everything with lua, resulting in massive lag, I figured it was way over my head and threw away my idea... This reminded me, and figured I'd throw out this old-ass-idea from back when we could only use lua in specific scenes.
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Thu Mar 11, 2010 3:50 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Sticky feet?
Oh yeah and they'd fall right through terrain too.
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Thu Mar 11, 2010 11:54 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?
Okay here I go typing on my cell again.
So I tracked down the actors foot and hand groups in base.rte and switched out my barrowed one from the drednaught. Again I replaced rubber with my own mat. Tested a few things 1 friction can go higher than 1 dispite what mats says. Try 9 its funny, 2 reduced structural integrity which reduced terrain rape (higher friction seems to equal more rape) , and 3 I added pinstrength for fun to the hands and feet, maybe its my imagination but it seemed to help.
after all that I have to say climb path appears to be what's stopping this from working the most.
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Thu Mar 11, 2010 10:00 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?
pinning the limbs wont do anything except possibly make them not move when you gib.. however yes, it will be the pathing. dont do anything with >1 friction, you'll just pull your bunker to pieces. make a footgroup with a | shape on the front of it so you get more friction with walls.
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Fri Mar 12, 2010 1:57 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?
I do still plan on implementing your suggestions geti I'm just testing variables for effect.
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Fri Mar 12, 2010 2:19 am |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: Sticky feet?
quick question. Isn't the climb-path just a 90 degree rotation of the crawl path?
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Fri Mar 12, 2010 8:37 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?
Miles_T3hR4t wrote: quick question. Isn't the climb-path just a 90 degree rotation of the crawl path? It doesn't look like it but I will test that, I need to edit climb path anyway.
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Fri Mar 12, 2010 10:36 pm |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: Sticky feet?
salt_1219 wrote: Miles_T3hR4t wrote: quick question. Isn't the climb-path just a 90 degree rotation of the crawl path? It doesn't look like it but I will test that, I need to edit climb path anyway. all you'd need to do to test that, is make a gif of each, and then rotate one of them 90 degrees. to me it's always looked like with climbing it trys to brace itself with the hand, but can't find the ground under it, because its in front of it. meanwhile crawling they tend to bend at a weird angle like they're trying to keep balance or something.
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Sat Mar 13, 2010 12:55 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: Sticky feet?
Crawl path is just legs. Climbing is arms and legs.
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Sat Mar 13, 2010 7:43 pm |
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linkfan23
Joined: Sun Oct 11, 2009 4:48 am Posts: 133
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Re: Sticky feet?
I'm pretty sure the crawl path is the legs as well as the background arm. Let me see if I can make a gif... Edit: Here's the gif
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Sat Mar 13, 2010 9:05 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: Sticky feet?
Then i was mistaken.
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Sun Mar 14, 2010 12:02 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?
So far this isn't working, it seems like a unaltered actor actually sticks better if he flys into a wall then if I alter the foot group. I'm feeling a bit frustrated with this.
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Tue Mar 16, 2010 5:49 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 lua it. grab the legs with lua, cast some terrain rays from them diagonally in whatever direction the actor is facing, and if the actor is moving in that direction then apply some vertical velocity. logic shouldn't be in that order, but I'm tired.
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Tue Mar 16, 2010 6:37 am |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: Sticky feet?
You could Possibly Tinker around with the Mass and Sharpness of the foot itself.... (Strange that a foot would have the variable 'Sharpness')
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Tue Mar 16, 2010 9:47 am |
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