water vehicles?
Moderator: Moderators
-
ryukaji
- Major

- Posts: 513
- Joined: Mon Sep 17, 2007 7:46 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Contact:
water vehicles?
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?
Or if there is a way so that it cant climb at all and must stay at one height?
-
MandeRek
- Sith Master

- Posts: 2766
- Joined: Tue Oct 02, 2007 10:51 am
- Projects :: Battlefront Zer0
- xbox live or psn: No gamertag set
- Location: Ghosting around GT
- Contact:
Re: water vehicles?
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
I don't know about a line of going over water; we should ask Dann or Mav', since they're odf specialists
-
Xavious
- Sith Master

- Posts: 2783
- Joined: Mon Jun 12, 2006 3:46 pm
Re: water vehicles?
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.
-
MandeRek
- Sith Master

- Posts: 2766
- Joined: Tue Oct 02, 2007 10:51 am
- Projects :: Battlefront Zer0
- xbox live or psn: No gamertag set
- Location: Ghosting around GT
- Contact:
Re: water vehicles?
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
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
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: water vehicles?
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.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?
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.
-
MandeRek
- Sith Master

- Posts: 2766
- Joined: Tue Oct 02, 2007 10:51 am
- Projects :: Battlefront Zer0
- xbox live or psn: No gamertag set
- Location: Ghosting around GT
- Contact:
Re: water vehicles?
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..
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: water vehicles?
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.
And yeah, it's not a good solution - but like I said, there really are no good solutions.
-
MandeRek
- Sith Master

- Posts: 2766
- Joined: Tue Oct 02, 2007 10:51 am
- Projects :: Battlefront Zer0
- xbox live or psn: No gamertag set
- Location: Ghosting around GT
- Contact:
Re: water vehicles?
Yeah that's true, i just didn't understand exactly what you meant, sorry 
Also, what exactly do you mean ryukaji? I don't get the point completely.. You want a submarine? That's it?
Also, what exactly do you mean ryukaji? I don't get the point completely.. You want a submarine? That's it?
-
ryukaji
- Major

- Posts: 513
- Joined: Mon Sep 17, 2007 7:46 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Contact:
Re: water vehicles?
well then how can i get my skiff to hover, since having it in the water doesnt work? (it sinks below the ground)
-
woner11
- Sith

- Posts: 1361
- Joined: Tue Sep 18, 2007 10:17 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: The lost world of pickels
- Contact:
Re: water vehicles?
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.
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.
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: water vehicles?
I'm not telling anyone to make anything a walker- otherwise it wouldn't float.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.
Not sure what you're getting at. What do you mean by "sinks below the ground?" It slips through terrain? Through water? What?well then how can i get my skiff to hover, since having it in the water doesnt work? (it sinks below the ground)
-
ryukaji
- Major

- Posts: 513
- Joined: Mon Sep 17, 2007 7:46 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Contact:
Re: water vehicles?
like this:

it doesnt hover and goes a bit below the terrain

it doesnt hover and goes a bit below the terrain
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: water vehicles?
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:
-
ryukaji
- Major

- Posts: 513
- Joined: Mon Sep 17, 2007 7:46 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Contact:
Re: water vehicles?
I cant test to see if that fixes it because the map is crashing ( see my crash topic for details)
-
FragMe!
- Gametoast Staff

- Posts: 2244
- Joined: Sat May 13, 2006 12:34 am
- Projects :: Not sure keep changing my mind.
- xbox live or psn: No gamertag set
- Location: Origin name GT_FragMe
- Contact:
Re: water vehicles?
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.
ZeroEditor_Guide.doc explains it as well.
-
ryukaji
- Major

- Posts: 513
- Joined: Mon Sep 17, 2007 7:46 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Contact:
Re: water vehicles?
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.
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.
-
woner11
- Sith

- Posts: 1361
- Joined: Tue Sep 18, 2007 10:17 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: The lost world of pickels
- Contact:
Re: water vehicles?
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.
-
Syth
- General

- Posts: 784
- Joined: Thu Apr 13, 2006 8:46 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: happy fun island
Re: water vehicles?
Im sure an invisible prop with only vehicle collision placed bout 5 feet above the water could work too
-
woner11
- Sith

- Posts: 1361
- Joined: Tue Sep 18, 2007 10:17 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: The lost world of pickels
- Contact:
Re: water vehicles?
Ya, Syth's idea would probably work better than mine, I was just telling you that those existed.
-
FragMe!
- Gametoast Staff

- Posts: 2244
- Joined: Sat May 13, 2006 12:34 am
- Projects :: Not sure keep changing my mind.
- xbox live or psn: No gamertag set
- Location: Origin name GT_FragMe
- Contact:
Re: water vehicles?
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.
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.
