water vehicles?

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ryukaji
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water vehicles?

Post by ryukaji »

Is there a way to get a vehicle to not be able to go outside of water?
Or if there is a way so that it cant climb at all and must stay at one height?
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Re: water vehicles?

Post by MandeRek »

All HOVER types go over water.. I don't know for sure, but maybe the snailtank can't go over it, but through it, which means you could look at his assets. Walker go through it, that's for sure.. I don't know what you're trying to make, but some sort of railroad would be a turret in ZE as animated prop i believe..

I don't know about a line of going over water; we should ask Dann or Mav', since they're odf specialists
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Re: water vehicles?

Post by Xavious »

Doesn't sound possible to me. The best you could do would be to put vehicle barriers around the water's edge so the AI don't drive onto the land.
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Re: water vehicles?

Post by MandeRek »

I know where it's for now, the island map

You could use a skiff, and make it basicly a turret. Place it in ZE, and 'animate' it so it'll go from island to island every 3 seconds or something.. That is possible :)
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Re: water vehicles?

Post by Maveritchell »

ryukaji wrote:Is there a way to get a vehicle to not be able to go outside of water?
Or if there is a way so that it cant climb at all and must stay at one height?
I've thought about this at length, unfortunately I could only come up with a couple of ways to do it and none of them are very clean solutions.

Probably the best solution, in my opinion, would be to create do some nifty collision work - I'd thought about creating a custom model with a "rod" of collision that extends below the model. Then I could use underwater invisible collision blocks (or just steep terrain) to make it look like the model stopped when it hit land.

Unfortunately there's no way to do what you're describing with an .odf parameter.
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Re: water vehicles?

Post by MandeRek »

But Mav', then the vehicle is under water right? (if i understand you correct; collision above the vehicle model, forcing it to be underground, so in the water, and making it impossible to go on the land with barriers on the islands borders which only work for vehicles) If the vehicle is underwater, i wonder if you'ld still drown..
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Re: water vehicles?

Post by Maveritchell »

No, I don't mean that the vehicle itself is completely submerged, just an extention of the collision. Think of it like a static boat anchor - it would run in to collision on the bottom, but up top the vehicle would still look like it's floating.

And yeah, it's not a good solution - but like I said, there really are no good solutions.
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Re: water vehicles?

Post by MandeRek »

Yeah that's true, i just didn't understand exactly what you meant, sorry :oops:

Also, what exactly do you mean ryukaji? I don't get the point completely.. You want a submarine? That's it?
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Re: water vehicles?

Post by ryukaji »

well then how can i get my skiff to hover, since having it in the water doesnt work? (it sinks below the ground)
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Re: water vehicles?

Post by woner11 »

What Mav is saying I think is that you attach an invisible leg to the vehicle in XSI. Then you make it a walker and when it gets to the edge it won't be able to come up.

So you could either that or you could use some invisible walls and then have the ground on the island higher than the wall so you can't notice it from the island, but from the water.
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Re: water vehicles?

Post by Maveritchell »

woner11 wrote:What Mav is saying I think is that you attach an invisible leg to the vehicle in XSI. Then you make it a walker and when it gets to the edge it won't be able to come up.
I'm not telling anyone to make anything a walker- otherwise it wouldn't float.
well then how can i get my skiff to hover, since having it in the water doesnt work? (it sinks below the ground)
Not sure what you're getting at. What do you mean by "sinks below the ground?" It slips through terrain? Through water? What?
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Re: water vehicles?

Post by ryukaji »

like this:
Image

it doesnt hover and goes a bit below the terrain
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Re: water vehicles?

Post by Maveritchell »

Your problem is not that it's not hovering - it is, otherwise it would be flying or hugging the terrain (like a walker). Your problem is that the terrain collision and springs aren't set up properly. Replace your old .odf with the following:
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "hover"
GeometryName = "all_hover_skiff.msh"

[Properties]
WaterEffect = "waterwake_lg"

GeometryName = "all_hover_skiff"
FirstPerson = "com\repgunnr;com_1st_gunner"
ExplosionName = "all_hover_skiff_exp"

FLYERSECTION = "BODY"
VehicleType = "light"
PilotPosition = "hp_pilot"
PilotAnimation = "man_minigun"
AnimationName = "tat_hover_skiff"
FinAnimation = "tat_skiff_9pose"
MapTexture = "combatspeeder_icon"
HealthTexture = "HUD_tat_skiff_icon"
MapScale = 1.5
CollisionScale = 30.0
MaxHealth = 4500.0
HealthType = "vehicle"

SetAltitude = 1.0
GravityScale = 4.0
LiftSpring = 10.0
LiftDamp = 3.0

Acceleration = 6.0
Deceleration = 6.0
Traction = 30.0
ForwardSpeed = 24.0
ReverseSpeed = 14.4
StrafeSpeed = 7.2

AddSpringBody = "-0.9 1.0 -3.2 2.2"
BodySpringLength = 0.8
AddSpringBody = "0.9 1.0 -3.2 2.2"
BodySpringLength = 0.8

AddSpringBody = "0.0 1.2 -0.1 2.3"
BodySpringLength = 0.8
BodyOmegaXSpringFactor = -2

VelocitySpring = 6
VelocityDamp = 2
OmegaXSpring = 5.0
OmegaXDamp = 2.0
OmegaZSpring = 4.0
OmegaZDamp = 1.8


SoldierCollision = "CollisionMesh"

OrdnanceCollision = "CollisionMesh"

VehicleCollision = "p_vehiclesphere1"
VehicleCollision = "p_vehiclesphere2"

SpinRate = 1.2
TurnRate = 1.2
TurnFilter = 5.0
PitchRate = 1.5
StrafeRollAngle = 0.01
ThrustPitchAngle = 0.002
BankAngle = -0.01
BankFilter = 3//low is slow - How quickly the bank returns to level
LevelSpring = 5.0//low is slow - the force the restores level
LevelDamp = 1.0//low is slow - the force that reduces the momentum of the rotation

PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0


EyePointOffset = "0.0 3.0 2.0"
TrackCenter = "0.0 1.0 -2.0"
TrackOffset = "0.0 1.0 8.0"
TiltValue = "0.0"

PitchLimits = "-25 25"
YawLimits = "-90 90"


FLYERSECTION = "TURRET1"

FirstPerson = "all\repgunnr;rep_1st_gunner"

EyePointOffset = "0.0 1.0 2.0"
TrackOffset = "0.0 0.0 6.0"
TiltValue = "15.0"

PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75
PCTurnRate = 20.0



FirePointName = "hp_firel"
YawLimits = "40.0 130.0"
PitchLimits = "-15.0 15.0"

EyePointOffset = "0.0 0.3 0.0"
TrackOffset = "0.0 0.2 3.5"
TiltValue = "10"

PilotPosition = "hp_activel"
Pilot9Pose = "minigun_9pose" //"standing" "man_gun" "ride" "drive"

WeaponName = "rep_weap_hover_fightertank_cannon"
WeaponAmmo = "1" //"2"

TurretNodeName = "gunl"

FireSound = "com_weap_turret_fire"
ReloadSound = "all_weap_inf_reload_med"
TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = "turret_whir_start"
TurretStopSound = "turret_whir_end"

FLYERSECTION = "TURRET2"

FirstPerson = "all\repgunnr;rep_1st_gunner"

EyePointOffset = "0.0 1.0 2.0"
TrackOffset = "0.0 0.0 6.0"
TiltValue = "15.0"


FirePointName = "hp_fire"
YawLimits = "-40.0 40.0"
PitchLimits = "-15.0 15.0"

PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75
PCTurnRate = 20.0


//MaxTurnSpeed = "0.85"
//MaxPitchSpeed = "0.75"

EyePointOffset = "0.0 0.3 0.0"
TrackOffset = "0.0 0.2 3.5"
TiltValue = "10"

PilotPosition = "hp_active"
Pilot9Pose = "minigun_9pose" //"standing" "man_gun" "ride" "drive"

WeaponName = "rep_weap_hover_fightertank_cannon"
WeaponAmmo = "1" //"2"

TurretNodeName = "gun"

FireSound = "com_weap_turret_fire"
ReloadSound = "all_weap_inf_reload_med"
TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = "droid_fx7_hum"
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = "turret_whir_start"
TurretStopSound = "turret_whir_end"

FLYERSECTION = "TURRET3"

FirstPerson = "all\repgunnr;rep_1st_gunner"

EyePointOffset = "0.0 1.0 2.0"
TrackOffset = "0.0 0.0 6.0"
TiltValue = "15.0"

PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75
PCTurnRate = 20.0

FirePointName = "hp_firer"
YawLimits = "-130.0 -40.0 "
PitchLimits = "-15.0 15.0"

//MaxTurnSpeed = "0.85"
//MaxPitchSpeed = "0.75"

EyePointOffset = "0.0 0.3 0.0"
TrackOffset = "0.0 0.2 3.5"
TiltValue = "10"

PilotPosition = "hp_activer"
Pilot9Pose = "minigun_9pose" //"standing" "man_gun" "ride" "drive"

WeaponName = "rep_weap_hover_fightertank_cannon"
WeaponAmmo = "1" //"2"

TurretNodeName = "gunr"

FireSound = "com_weap_turret_fire"
ReloadSound = "all_weap_inf_reload_med"
TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = "droid_fx7_hum"
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = "turret_whir_start"
TurretStopSound = "turret_whir_end"

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "skiff_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "7.0"
ChunkUpFactor = "1.50"
ChunkTrailEffect = "mediumsmoketrail"

ChunkSmokeEffect = "smokeplume"
ChunkSmokeNodeName = "hp_smoke1"


CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "skiff_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "7"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "3.00"
ChunkTrailEffect = "mediumsmoketrail"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "skiff_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "mediumsmoketrail"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "12.0"

EngineSound = "interceptorTank_engine_parameterized"
TurnOnSound = ""
TurningOffSound = ""
TurnOffSound = ""
TurnOffTime = ""
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
Music = ""
ImpMusic = ""
AllMusic = ""
MusicSpeed = ""
MusicDelay = ""
GroundedSound = ""
GroundedHeight = ""
BoostSound = ""
FoleyFXGroup = "metal_foley"
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Re: water vehicles?

Post by ryukaji »

I cant test to see if that fixes it because the map is crashing ( see my crash topic for details)
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Re: water vehicles?

Post by FragMe! »

Also once you get your map going again, try putting a barrier on a part of the map that transitions from water to land. Then set the BAN filter in ZE for that barrier to only ban hover. Then once you munge jump in a vehicle and try to see if you can get past where you put the barrier. If it works and you can't get past you will have to put barriers up along all your shorelines.
ZeroEditor_Guide.doc explains it as well.
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Re: water vehicles?

Post by ryukaji »

Im pretty sure barriers are for AI only, they dont actually make a physical barrier you cant cross.

Im going to restart my map and copy over the terrain and a few other things and hopefully i can get all the errors fixed and the crashing to stop.
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Re: water vehicles?

Post by woner11 »

If you look at the tattoine map in the ZE you'll notice there are physical invisble objects. I'm not sure what folder they came from, but you can find out in there. Humans and AI can't pass through, but you'll also need another actual barrier created in the ZE to stop the AI continually running into it as stated previously.
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Re: water vehicles?

Post by Syth »

Im sure an invisible prop with only vehicle collision placed bout 5 feet above the water could work too
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Re: water vehicles?

Post by woner11 »

Ya, Syth's idea would probably work better than mine, I was just telling you that those existed.
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Re: water vehicles?

Post by FragMe! »

The invisible prop both are talking about are com_inv_col_8, _16, _32, _64 (4 sizes) these by themselves would stop everything, you might be able to adjust the odf to make it so only vehicles are blocked. Looking at the ODF for one of these there already is a line in there that is so ordnanace passes through OrdinanceCollision = "none" so you should be able to put in SoldierCollision = "none" also and that would allow units to pass but not vehicles.

The other thing to do, if you have XSI, is make custom models that would also prevent the passing of vehicles as mentioned by Syth. A bit more time consuming but it might mold to the shore line better.
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