Possible to have??

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jango
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Possible to have??

Post by jango »

Is it possible to have a passenger of a vehicle to be able to shoot his gun (not one on vehicle). Also how do i get an animation to work like when a guy get in my tank and have the hatch open when he enters? what is this line in odf mean? AimerNodeName = "side_gun_1"
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Re: Possible to have??

Post by CodaRez »

Hehe hello again

Firstly, no, i don't think its possible. You could fool people by making the unit model a "turret" itself, meaning it will be like a swiveling turret, but using a droid model for example and a pre-set gun, like a rocket launcher. Then make the ordnance a rocket.(one of the kassyykk snail tanks had this)

Secondly, you would need to make the whole animation urself, and more importantly even if you do the anim would be restricted to only ONE model, so it would work if say a B1 went inside but not a B2(meaning even if a B2 went in a B1 would "come out") I believe its just better to just let him get in with no anims, shipped vehicles always do taht, and we ahvent complained(or so I heard XD)
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Re: Possible to have??

Post by jango »

thanks, i guess ill have to have the hatches permanantly open. and could you answer the question i had about the node in my last sentence?
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Re: Possible to have??

Post by FragMe! »

amernodename without simplifying it too much is the name of an aimer node , in your example does it still have aimer y and aimer x (or something like that) underneath it. Node it similar to an HP it is more often than not a null within the model.
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Re: Possible to have??

Post by jango »

so would it be a null or an object and what would it be the parent/child of?
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Re: Possible to have??

Post by FragMe! »

It would be the parent of anything related to that particular turret.
It would at least be the child of the dummyroot, other than that it depends upon how the model is built.
It can be a null or an object, once again it depend upon the make up of the entire model.
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Re: Possible to have??

Post by jango »

would the aimernode be a child of ie (aimer_x/ aimer_y)?
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Re: Possible to have??

Post by Teancum »

There actually was a function that did this in SWBF1, but the aiming was really, REALLY skewed in relation to the animations. It was almost like they never actually finished it. Don't remember the name of the function, but I know it wasn't documented anywhere.
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Re: Possible to have??

Post by FragMe! »

Now that I think I figured out which vehicle you are talking about can explain it better.
This a picture of the AAT and it's tree structure. The aimer node in questions is equivalent to the aimer x since there is no side to side aiming only up and down.
For this model since it is all one mesh the appropriate parts are enveloped to the two AimerNodeName = "side_gun_1" and AimerNodeName = "side_gun_2" These two aimers in XSI are the bones (nulls) that the parts are enveloped to (parts of the barrels are enveloped to recoil_ and 2) the top turret would be enveloped to gun_body, main_gun and recoil_3while the rest of the model is most likely enveloped to bone_root. Hope that helps to answer your question.
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Re: Possible to have??

Post by jango »

when you say enveloped do you mean a child of? Would the recoil_ be a node and would it go at back of barrel or middle or front or where? And im not exactly sure if i fully understand aimernode. What does it do? sorrry for so many questions.
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Re: Possible to have??

Post by FragMe! »

When I say enveloped I mean like a unit is enveloped. Certain points (verteces) are connected, if you will, to different nulls and move with the null as it rotates. Have a look at the turret tutorial again and it will show what I mean.

Turret Tutorial

aimernode in this case just refers to the null, node being a connection point so the parts of the turret that are connected in some way, either enveloped or child of, move with the aimernode as you aim.
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Re: Possible to have??

Post by jango »

well i found one problem: i froze my nulls. So which null is supposed to be in the aimernode line? or is that just if i do a merged version? What would the recoil_ null be a child of? i just noticed a turretnode line in the odf, what would this be?
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Re: Possible to have??

Post by AceMastermind »

Teancum wrote:There actually was a function that did this in SWBF1, but the aiming was really, REALLY skewed in relation to the animations. It was almost like they never actually finished it. Don't remember the name of the function, but I know it wasn't documented anywhere.
Would it be AnimatesUnitAsTurret?
I'm not familiar with it, but it was listed in psych0fred's ODF Parameters.txt. It may or may not be of some use.

EDIT
Ah yes, ControlsUnit must be it then.
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Re: Possible to have??

Post by Teancum »

Maybe, but I think it had the word 'control' in the name. I dunno. It's been so long.
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