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 Experimental Dummy Vehicles (2013-01-03: R12) 
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Joined: Wed Apr 13, 2011 12:38 am
Posts: 162
Location: Only The Claw knows...
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Post Re: Experimental Dummy Vehicles (2012-11-29: R11)
A few suggestions, if you may.
1: Perhaps after a dummy vehicle is destroyed, a dummy sprited to look like a pilot/driver could eject out.
2: Perhaps maybe a tunneler vehicle, like the ol' Superdrill.rte
3: An actual tank, maybe?
Thanks, have a great time modding.


Tue Dec 04, 2012 2:40 am
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Joined: Mon Oct 01, 2012 2:26 am
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Location: Your mother! Who wants to know?
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Post Re: Experimental Dummy Vehicles (2012-11-29: R11)
Nice!


Wed Dec 05, 2012 4:10 am
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Location: Somewhere in Germany
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Post Re: Experimental Dummy Vehicles (2012-11-29: R11)
qpKillerqp wrote:
I have been experiencing some glitches with the truck(or that vehicle with wheels).It just doesnt have any wheels!

You mean the Armoured Car and yes, it doesnt have any wheels :/


Wed Dec 05, 2012 6:22 pm
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Post Re: Experimental Dummy Vehicles (2012-11-29: R11)
hah! you had me sold at the nailer turret. this looks like something i'll have a lot of fun with.


Wed Dec 26, 2012 5:36 am
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Post Re: Experimental Dummy Vehicles (2012-11-29: R11)
I found some bugs that may have caused the armored car to lose its wheels. Anyone feel like testing if it works?


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Tue Jan 01, 2013 1:11 pm
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Post Re: Experimental Dummy Vehicles (2012-11-29: R11)
Smashed a few dozens of coals with their weapons and could not loose any wheels. Maybe it needs some uglier terrain to fail.



Tue Jan 01, 2013 3:42 pm
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Post Re: Experimental Dummy Vehicles (2012-11-29: R11)
Thanks weegee! Updating the OP with the new version now.


Thu Jan 03, 2013 1:41 pm
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Post Re: Experimental Dummy Vehicles (2012-11-29: R11)
Abdul Alhazred wrote:
Thanks weegee! Updating the OP with the new version now.


Is there some simple variables I could mess with for making these wheels smaller? I'd like to make my own vehicles for testing, and what are the wheels exactly? Are they just legs with a complex walk path?


Thu Jan 03, 2013 4:05 pm
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Post Re: Experimental Dummy Vehicles (2013-01-03: R12)
The wheels are MOSRotatings and you can find them in EDV.rte\ArmoredCar. If you want to change the size just make a smaller sprite and change the sprite offset of APCWheel in ArmoredCar.ini.


Fri Jan 04, 2013 8:09 pm
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Post Re: Experimental Dummy Vehicles (2013-01-03: R12)
Abdul Alhazred wrote:
The wheels are MOSRotatings and you can find them in EDV.rte\ArmoredCar. If you want to change the size just make a smaller sprite and change the sprite offset of APCWheel in ArmoredCar.ini.


I assume I can find the meaning of MOSRotatings within tutorials then? What exactly causes the vehicle to have forward and backwards momentum then? is that lua?


Fri Jan 04, 2013 8:27 pm
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Post Re: Experimental Dummy Vehicles (2013-01-03: R12)
A MOSRotating is pretty much just a sprite that can rotate and be collided with. You can probably find more info on the wiki. The movement of the car comes from rotating the wheels, and that is done with lua.


Sat Jan 05, 2013 11:14 am
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Post Re: Experimental Dummy Vehicles (2013-01-03: R12)
Abdul Alhazred wrote:
A MOSRotating is pretty much just a sprite that can rotate and be collided with. You can probably find more info on the wiki. The movement of the car comes from rotating the wheels, and that is done with lua.


Pretty cool, so your lua gave control to the MOSRotating Pixels?


Now, forgive my misunderstandings but


if self.Ctrl:IsState(Controller.MOVE_LEFT) and self.throttle < 14 then
self.throttle = self.throttle + 0.2
elseif self.Ctrl:IsState(Controller.MOVE_RIGHT) and self.throttle > -14 then
self.throttle = self.throttle - 0.2
else
self.throttle = self.throttle * 0.98
end


Does that give your MOSRotating attachments movement? Or Does that throttle the actor and use the MOSRotating attachments to move?

if not MovableMan:ValidMO(self.Wheels[i]) then -- Initialize or verify wheels
self.Wheels[i] = CreateMOSRotating("APCWheel", "EDV.rte")
self.Wheels[i].Pos = self.WhOfst[i]
self.Wheels[i].Team = self.Team
MovableMan:AddParticle(self.Wheels[i])
end

Tmp = self.Wheels[i].Pos - self.WhOfst[i]
self.Wheels[i].AngularVel = self.throttle
if Tmp.Magnitude > 20 then
self.Wheels[i].Pos = self.WhOfst[i]
self.Wheels[i]:ClearForces()
elseif Tmp.Magnitude > 4 then
force = math.min(Tmp.Magnitude * multi, maxForce)
self.Wheels[i]:AddForce(APCOffset(Vector(0,0), Tmp.AbsRadAngle + 3.141592, Tmp.Magnitude * multi), Vector(0,0))

if self.Vel.Magnitude < 5 and math.abs(self.throttle) > 9.9 and math.abs(self.Wheels[1].AngularVel) > 7 then
self.Wheels[i]:EraseFromTerrain() -- Dislodge wheel if necessary
end
else
self.Wheels[i]:MoveOutOfTerrain(6) -- Sand
end
end


Whats this part do? I'm trying to figure out what part of your lua allows your actor to stick to any surface and defy gravity:


Image


Attachments:
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Sat Jan 05, 2013 2:57 pm
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Post Re: Experimental Dummy Vehicles (2013-01-03: R12)
The wheels follow the terrain because they are mostly handled by the game's physics engine and I'm pretty sure the scene from the screen-shot you posted have a gravitational center (if that is the case the car is actually obeying gravity rather than defying it).

My code only set the angular velocity of the wheels to make the car move, and if any wheel move to far away from the body I add a force that push the wheel closer. There is also a force pushing the body towards a position above the average position of the wheels, so the code moves the wheels by rotating them and the body just follow.


Sun Jan 06, 2013 10:39 am
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Post Re: Experimental Dummy Vehicles (2013-01-03: R12)
Abdul Alhazred wrote:
The wheels follow the terrain because they are mostly handled by the game's physics engine and I'm pretty sure the scene from the screen-shot you posted have a gravitational center (if that is the case the car is actually obeying gravity rather than defying it).

My code only set the angular velocity of the wheels to make the car move, and if any wheel move to far away from the body I add a force that push the wheel closer. There is also a force pushing the body towards a position above the average position of the wheels, so the code moves the wheels by rotating them and the body just follow.


Right, how can I make an actors body and legs obey the gravity as you have? Is it possible to keep their orientation as you've figured out with some form of .lua?
You see, I want to make an actor who can scales walls and such and simply walk onto their surface and maintain orientation. Which is why I'm asking any of this.

Think its possible?


Sun Jan 06, 2013 5:21 pm
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Post Re: Experimental Dummy Vehicles (2013-01-03: R12)
I think there is an actor just like you describe in the Darkstorm mod, but I'm pretty sure AHumans are hard-coded to orient their torso's upwards. It may be possible to rotate them with lua though.


Mon Jan 07, 2013 10:46 am
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