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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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 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.
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Wed Sep 21, 2011 9:36 am |
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Awesomeness
Joined: Sat Jun 19, 2010 5:02 pm Posts: 331 Location: Mekkan
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 Re: How to make unit-class AHuman weighing 3000 kg?
Ooooh!  So you could make a normal weight actor super awesome with this! Like nothing would push you!
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Wed Sep 21, 2011 12:34 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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 Re: How to make unit-class AHuman weighing 3000 kg?
Even better, like you could crush anything.
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Wed Sep 21, 2011 10:46 pm |
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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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 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?
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Mon Oct 10, 2011 11:16 am |
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akblabla
Joined: Wed May 20, 2009 3:10 pm Posts: 366 Location: Århus, Denmark
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 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
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Mon Oct 10, 2011 1:55 pm |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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 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).
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Mon Oct 10, 2011 1:58 pm |
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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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 Re: How to make unit-class AHuman weighing 3000 kg?
That code seems legit, trooper, but... what about heavy-gibs rains?
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Mon Oct 10, 2011 4:48 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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 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?
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Mon Oct 10, 2011 7:55 pm |
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akblabla
Joined: Wed May 20, 2009 3:10 pm Posts: 366 Location: Århus, Denmark
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 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 :/
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Mon Oct 10, 2011 8:17 pm |
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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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 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"
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Tue Oct 11, 2011 6:34 am |
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akblabla
Joined: Wed May 20, 2009 3:10 pm Posts: 366 Location: Århus, Denmark
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 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.
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Tue Oct 11, 2011 6:39 am |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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 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.
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Tue Oct 11, 2011 12:11 pm |
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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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 Re: How to make unit-class AHuman weighing 3000 kg?
It worked perfectly, carriontrooper, thank you very much! Now, OUR giant doesn't roll like a bowling ball, you'll be credited.
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Tue Oct 11, 2011 1:06 pm |
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Sims_Doc
Joined: Fri Aug 20, 2010 4:45 am Posts: 911 Location: No Comment.
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 Re: How to make unit-class AHuman weighing 3000 kg?
Naxete wrote: It worked perfectly, carriontrooper, thank you very much! 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?
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Tue Oct 11, 2011 6:23 pm |
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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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 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*
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Tue Oct 11, 2011 8:29 pm |
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