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Re: Rebel Ops: The Vace Thermill Missions

Posted: Wed Dec 17, 2008 9:16 pm
by Maveritchell
I know I haven't done a lot of updating (and in fact haven't gotten a lot of time to work at all, I've only had scattered free time here and there), so you might be wondering what's up with the next map in the series, "The Big 'L'." Well, to be honest, I haven't started on any of the modeling for the map itself, so that's still a ways away.

However, a new game mechanic that'll be featured in The Big "L" will be grappling-hook-platforming... sort've. Grappling hooks aren't really possible, but the other day I came up with a pretty acceptable workaround. Here it is:
Image

When this actually shows up in the mission, instead of having the grapple targets you can drop (as seen in the video), there will just be certain objects you can grapple onto.

Re: Rebel Ops: The Vace Thermill Missions

Posted: Wed Dec 17, 2008 9:21 pm
by NullCommando
Very clever workaround Mav!

Re: Rebel Ops: The Vace Thermill Missions

Posted: Wed Dec 17, 2008 9:46 pm
by AQT
Wow, that was awesome!

Re: Rebel Ops: The Vace Thermill Missions

Posted: Wed Dec 17, 2008 9:55 pm
by Grev
I'm not sure, but the grappling hook destroying that object triggers a pull to that area? Or something of the sort?

Re: Rebel Ops: The Vace Thermill Missions

Posted: Wed Dec 17, 2008 10:00 pm
by Fluffy_the_ic
:eek: Nice! How'd that work, anyways? Cuz, you could probably just place said targets all over a map and it would be just liek a network of clawshot targets in Twilight Princess.
...Accept they don't fall.
EDIT: Oh, whoops. Didn't see that part of the post. :oops:

Re: Rebel Ops: The Vace Thermill Missions

Posted: Wed Dec 17, 2008 10:09 pm
by Ping
Nice! But didn't somebody use a grappling hook for a BF1 map? Anyways, I thought this project was dead until this update. Nice job! :thumbs:

Re: Rebel Ops: The Vace Thermill Missions

Posted: Thu Dec 18, 2008 12:18 am
by MasterSaitek009
Very nice...


So tell me if I have this right...

1. Fire destructible object
2. Target and fire at the object with the grapple weapon.
3. You use SetEntityMatrix( With the GetEntityMatrix(Of the object)as the coords, On the unit)

Correct?

Re: Rebel Ops: The Vace Thermill Missions

Posted: Thu Dec 18, 2008 12:30 am
by Maveritchell
MasterSaitek009 wrote:Very nice...


So tell me if I have this right...

1. Fire destructible object
2. Target and fire at the object with the grapple weapon.
3. You use SetEntityMatrix( With the GetEntityMatrix(Of the object)as the coords, On the unit)

Correct?
Yes, but the object's destruction isn't the trigger. It's actually not even destroyed by the ordnance, that's just me killing the object manually (so that there aren't too many sitting around). The weapon itself is the trigger (which is what makes it easier to use on a whole host of targets).

Re: Rebel Ops: The Vace Thermill Missions

Posted: Thu Dec 18, 2008 12:34 am
by MasterSaitek009
Maveritchell wrote:
MasterSaitek009 wrote:Very nice...


So tell me if I have this right...

1. Fire destructible object
2. Target and fire at the object with the grapple weapon.
3. You use SetEntityMatrix( With the GetEntityMatrix(Of the object)as the coords, On the unit)

Correct?
Yes, but the object's destruction isn't the trigger. It's actually not even destroyed by the ordnance, that's just me killing the object manually (so that there aren't too many sitting around). The weapon itself is the trigger (which is what makes it easier to use on a whole host of targets).
Question: How do you detect a weapon firing? I know you want get the last hit weapon from an object, but this is something different. Is it a dispenser type?

Re: Rebel Ops: The Vace Thermill Missions

Posted: Thu Dec 18, 2008 12:38 am
by Maveritchell
MasterSaitek009 wrote:Question: How do you detect a weapon firing? I know you want get the last hit weapon from an object, but this is something different. Is it a dispenser type?
I never said I detected the weapon firing (and yes, to do that you could only use a dispenser controllable/powerup to check for that). Since it wouldn't make sense to use the grappling hook anyway to move you unless it hit the target, I use the "onlastweapon (etc.)" callback. Catch me on Xfire and I can show you the code if you want.

Re: Rebel Ops: The Vace Thermill Missions

Posted: Thu Dec 18, 2008 1:17 am
by Tourny
*gasp* And they said it wasn't possible!

*drools*

Re: Rebel Ops: The Vace Thermill Missions

Posted: Thu Dec 18, 2008 7:46 am
by Darth Revan
Mav Im amazed great stuff

Re: Rebel Ops: The Vace Thermill Missions

Posted: Thu Dec 18, 2008 1:07 pm
by Caleb1117
Wow, just wow.

Hang on, I have something I was saving for just this kind of moment.
Hidden/Spoiler:
Image

Re: Rebel Ops: The Vace Thermill Missions

Posted: Mon Dec 22, 2008 3:15 pm
by ARC_Commander
Whoa! Very impressive!

If you wanted to make it more seamless, you could make the target use a transparent texture, have the grapple gun fire the target, and have the grapple hook be fired as a secondary ordnance, directly after the target is fired.

Re: Rebel Ops: The Vace Thermill Missions

Posted: Mon Dec 22, 2008 3:49 pm
by Maveritchell
ARC_Commander wrote:Whoa! Very impressive!

If you wanted to make it more seamless, you could make the target use a transparent texture, have the grapple gun fire the target, and have the grapple hook be fired as a secondary ordnance, directly after the target is fired.
Not a bad idea, however - the "target" is a dispenser, and can't be combined with another ordnance. Even if it could, the projectiles are fired on different trajectories (grapple moves straight forward, all dispensed items move in an arc).

However, this won't be an issue in "The Big 'L'," because the unit won't have "grapple targets" to dispense. There will be certain objects in the level that he can grapple onto (much like Link's "hookshot" in "Ocarina of Time"). Those will be preset so that I have more control over setting up those challenges.

Re: Rebel Ops: The Vace Thermill Missions

Posted: Mon Dec 22, 2008 4:42 pm
by Ping
A Star Wars version of the hookshot!? :shock: Sweet!!!

Re: Rebel Ops: The Vace Thermill Missions

Posted: Mon Dec 22, 2008 4:56 pm
by FOOLIS
Wow thats VERY impressive Mav“ !
Keep up the good work ! :D

Re: Rebel Ops: The Vace Thermill Missions

Posted: Tue Dec 30, 2008 8:52 pm
by Fiodis
Now that's just plain amazing. Like Tourny said, this was on the impossibles list. Imagine all the possibilities if this were released as an asset.... A lot of people would make good use of it, I'm sure. Scaling walls is about to become a lot more commonplace.

I can't wait for the Big L to come out. For sure, the grappling hook, along with the map itself, is going to shock the SWBFII community.

In short, bow to Mav.

Re: Rebel Ops: The Vace Thermill Missions

Posted: Tue Dec 30, 2008 9:52 pm
by Grev
Fiodis wrote:Now that's just plain amazing. Like Tourny said, this was on the impossibles list. Imagine all the possibilities if this were released as an asset.... A lot of people would make good use of it, I'm sure. Scaling walls is about to become a lot more commonplace.

I can't wait for the Big L to come out. For sure, the grappling hook, along with the map itself, is going to shock the SWBFII community.

In short, bow to Mav.
Well, about a year ago, new walkers weren't possible. Its just a good thing that Maveritchell was able to find a work around. I'm almost sure this game can be turned into a whole bigger thing than it was presented to be when it was released, if it hasn't been already.

Re: Rebel Ops: The Vace Thermill Missions

Posted: Wed Dec 31, 2008 4:45 am
by Guest
OFFTOPIC: i thought that with the release of 1.3 Patch, Conversion Pack 2.0 and BFX 2.2 SWBF2 has already become something much bigger than it was