View unanswered posts | View active topics It is currently Fri Jul 04, 2025 11:50 am



Reply to topic  [ 32 posts ]  Go to page Previous  1, 2, 3  Next
 How to make unit-class AHuman weighing 3000 kg? 
Author Message
DRL Developer
DRL Developer

Joined: Fri May 15, 2009 10:29 am
Posts: 4107
Location: Russia
Reply with quote
Post Re: How to make unit-class AHuman weighing 3000 kg?
The5 wrote:
And what would be the effect of this? I mean, you got a actor of 3000kg - 2900kg of negative mass attachables resulting in 100kg effective mass, and then? Your actor simply is 100kg then. You could have made him 100kg the first place. Will it still require a impulse strong enough to lift 3000kg to push him arround or only one of 100kg?

No you see, the gravity bit of the engine will think it's just 100kg, but the collision bit will think it's 5900kg.


Wed Sep 21, 2011 9:36 am
Profile
User avatar

Joined: Sat Jun 19, 2010 5:02 pm
Posts: 331
Location: Mekkan
Reply with quote
Post Re: How to make unit-class AHuman weighing 3000 kg?
Ooooh! :D So you could make a normal weight actor super awesome with this! Like nothing would push you!


Wed Sep 21, 2011 12:34 pm
Profile
Data Realms Elite
Data Realms Elite
User avatar

Joined: Fri Jan 07, 2011 8:01 am
Posts: 6211
Location: In your office, earning your salary.
Reply with quote
Post Re: How to make unit-class AHuman weighing 3000 kg?
Even better, like you could crush anything.


Wed Sep 21, 2011 10:46 pm
Profile
User avatar

Joined: Fri Apr 30, 2010 2:12 pm
Posts: 560
Reply with quote
Post Re: How to make unit-class AHuman weighing 3000 kg?
Lizardheim wrote:
The5 wrote:
And what would be the effect of this? I mean, you got a actor of 3000kg - 2900kg of negative mass attachables resulting in 100kg effective mass, and then? Your actor simply is 100kg then. You could have made him 100kg the first place. Will it still require a impulse strong enough to lift 3000kg to push him arround or only one of 100kg?

No you see, the gravity bit of the engine will think it's just 100kg, but the collision bit will think it's 5900kg.

I just tried that and collisions stills thinking it weights 100kg, which only made me everything more complicated...
its true than it doesn't sink anymore, but the crazy rag-dolling isn't acceptable for giants made of steel :-(

Code:
AddEffect = Attachable
   PresetName = Head
   Mass = 500
+
AddActor = Arm
   PresetName = Arm
   Mass = 1400 (x2)
+
AddActor = Leg
   PresetName = Leg
   Mass = 1500 (x2)
+
AddActor = AHuman
   PresetName = Actor
   Mass = 2500
_________________________
8800 Kg
-
AddEffect = Attachable
   PresetName = Mass Compensator (attached to body)
   Mass = -8700
_________________________
100 Kg


Does somebody know where's the problem?


Mon Oct 10, 2011 11:16 am
Profile
User avatar

Joined: Wed May 20, 2009 3:10 pm
Posts: 366
Location: Århus, Denmark
Reply with quote
Post Re: How to make unit-class AHuman weighing 3000 kg?
If you want to make extreme weight actors why not just decrease sharpness to lets say 0.0001 on the legs and feet (and maybe all the other parts but I am not sure if that is necessary)? I had a similar problem once and that I believe solved it


Mon Oct 10, 2011 1:55 pm
Profile
User avatar

Joined: Mon Apr 13, 2009 12:27 pm
Posts: 813
Location: Yogyakarta, Indonesia. A slice o' paradise.
Reply with quote
Post Re: How to make unit-class AHuman weighing 3000 kg?
Well, to lessen ragdolling you could put my script that reduces AngularVel into a fraction of it, every single Lua update. It's in the first few replies to this topic.
Works marvelously, just tweak until the desired level of toughness.

EDIT: whoops, forgot to see that I actually haven't posted it yet.

Code:
function Update(self)
   local Ctrl = self:GetController();

   if Ctrl:IsState(Controller.BODY_JUMPSTART) then
   else
      self.AngularVel = self.AngularVel * 0.75;
   end
end


The code above would reduce spinning when not jumping by 25% per update. To make it always tough, just put the self.AngularVel = self.AngularVel * 0.75; inside your Update(self).


Mon Oct 10, 2011 1:58 pm
Profile YIM WWW
User avatar

Joined: Fri Apr 30, 2010 2:12 pm
Posts: 560
Reply with quote
Post Re: How to make unit-class AHuman weighing 3000 kg?
That code seems legit, trooper, but... what about heavy-gibs rains?


Mon Oct 10, 2011 4:48 pm
Profile
Data Realms Elite
Data Realms Elite
User avatar

Joined: Fri Jan 07, 2011 8:01 am
Posts: 6211
Location: In your office, earning your salary.
Reply with quote
Post Re: How to make unit-class AHuman weighing 3000 kg?
akblabla wrote:
If you want to make extreme weight actors why not just decrease sharpness to lets say 0.0001 on the legs and feet (and maybe all the other parts but I am not sure if that is necessary)? I had a similar problem once and that I believe solved it


Wait a minute, I thought sharpness didn't work on stuff that weren't a MOPixel and a MOSParticle.

Maybe adding a huge foot atomgroup is what you did?


Mon Oct 10, 2011 7:55 pm
Profile
User avatar

Joined: Wed May 20, 2009 3:10 pm
Posts: 366
Location: Århus, Denmark
Reply with quote
Post Re: How to make unit-class AHuman weighing 3000 kg?
Asklar wrote:
akblabla wrote:
If you want to make extreme weight actors why not just decrease sharpness to lets say 0.0001 on the legs and feet (and maybe all the other parts but I am not sure if that is necessary)? I had a similar problem once and that I believe solved it


Wait a minute, I thought sharpness didn't work on stuff that weren't a MOPixel and a MOSParticle.

Maybe adding a huge foot atomgroup is what you did?


You're right, but it seems to reduce the destructive effect of a high push force. I assumed, as that worked, it would also affect the terrain destruction of a large actor, but it didn't work unfortunately :/


Mon Oct 10, 2011 8:17 pm
Profile
User avatar

Joined: Fri Apr 30, 2010 2:12 pm
Posts: 560
Reply with quote
Post Re: How to make unit-class AHuman weighing 3000 kg?
when your actor weight 8,5 tons, decreasing sharpness doesn't work enough :-(

Looks like my new lunatic mod will never see the light U_U"


Tue Oct 11, 2011 6:34 am
Profile
User avatar

Joined: Wed May 20, 2009 3:10 pm
Posts: 366
Location: Århus, Denmark
Reply with quote
Post Re: How to make unit-class AHuman weighing 3000 kg?
Naxete wrote:
when your actor weight 8,5 tons, decreasing sharpness doesn't work enough :-(

Looks like my new lunatic mod will never see the light U_U"


You could maybe decrease the gravity via ini and then counter that by accelerating downwards through lua (try with both increased vel and changing position). Also disabling this acceleration when altitude is to low. Maybe that would work.


Tue Oct 11, 2011 6:39 am
Profile
User avatar

Joined: Mon Apr 13, 2009 12:27 pm
Posts: 813
Location: Yogyakarta, Indonesia. A slice o' paradise.
Reply with quote
Post Re: How to make unit-class AHuman weighing 3000 kg?
Naxete wrote:
That code seems legit, trooper, but... what about heavy-gibs rains?


heavy-gibs rains? I don't quite foll-
oh, you mean if it gets hit by heavy gibs? It would still look adamant, unless you were flying through the air when it hits. In that case, just drop this line
self.AngularVel = self.AngularVel * 0.75;
into update(self), delete the rest. So it would go
Code:
function Update(self)

      self.AngularVel = self.AngularVel * 0.75;

end


try it out and tweak the everloving hell out of it.


Tue Oct 11, 2011 12:11 pm
Profile YIM WWW
User avatar

Joined: Fri Apr 30, 2010 2:12 pm
Posts: 560
Reply with quote
Post Re: How to make unit-class AHuman weighing 3000 kg?
It worked perfectly, carriontrooper, thank you very much! :grin:
Now, OUR giant doesn't roll like a bowling ball, you'll be credited.


Tue Oct 11, 2011 1:06 pm
Profile
User avatar

Joined: Fri Aug 20, 2010 4:45 am
Posts: 911
Location: No Comment.
Reply with quote
Post Re: How to make unit-class AHuman weighing 3000 kg?
Naxete wrote:
It worked perfectly, carriontrooper, thank you very much! :grin:
Now, OUR giant doesn't roll like a bowling ball, you'll be credited.


So What your Trying to Say they Used to do a Barrel Roll?


Tue Oct 11, 2011 6:23 pm
Profile
User avatar

Joined: Fri Apr 30, 2010 2:12 pm
Posts: 560
Reply with quote
Post Re: How to make unit-class AHuman weighing 3000 kg?
Sims_Doc wrote:
...they Used to do a Barrel Roll?

Literally, when received a strong impact they rolled like crazy, but no more ^^
*bows to carriontrooper*


Tue Oct 11, 2011 8:29 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 32 posts ]  Go to page Previous  1, 2, 3  Next

Who is online

Users browsing this forum: Google [Bot], Majestic-12 [Bot]


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.048s | 15 Queries | GZIP : Off ]