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DUI LAAT/I drivers??

Posted: Mon Sep 28, 2009 3:55 pm
by IndianaJoe
i added the BF1 Laat to my map, and now the pilot flies like a drunk:
Hidden/Spoiler:
Image
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they fly around in crazy loops and circles and ram spires.

they did this with and without flyer planning :x i dunno what's going on, i tried widening the hubs all to a radius of 10, but that didn't help...

Re: DUI LAAT/I drivers??

Posted: Mon Sep 28, 2009 4:01 pm
by kinetosimpetus
use flyer splines

http://www.gametoast.com/forums/viewtop ... how+to+use

this topic should have some useful info in it

Re: DUI LAAT/I drivers??

Posted: Mon Sep 28, 2009 4:15 pm
by mswf
Or you could just ad a trail of smoke to the LAAT/I, that would explain it's driving as well. :P

Re: DUI LAAT/I drivers??

Posted: Mon Sep 28, 2009 4:30 pm
by The_Emperor
or a trail of empty bottles falling out of it

Re: DUI LAAT/I drivers??

Posted: Mon Sep 28, 2009 4:32 pm
by mswf
If it was my map, I'd sure go for the latter two suggestions.
Hidden/Spoiler:
Easter egg, anyone? :)

Re: DUI LAAT/I drivers??

Posted: Mon Sep 28, 2009 8:43 pm
by IndianaJoe
The_Emperor wrote:or a trail of empty bottles falling out of it
:funny2:

i am actually trying to be serious... but that had me laughing like crazy :D

so splines will keep the guys steady when they fly? or what?

Re: DUI LAAT/I drivers??

Posted: Mon Sep 28, 2009 9:02 pm
by kinetosimpetus
splines are supposed to be like guidelines for the flyers, they will follow them, but not as if they are tied to it by a short wire. the stock hoth uses them for the snowspeeders.

Re: DUI LAAT/I drivers??

Posted: Thu Oct 01, 2009 2:32 pm
by IndianaJoe
ok, they work, (mine SUCK but, i will work out the bugs...)

now, i want them to land, but when they reach the end of the path, the reach this:
Image
but they just fly into the wall... how do implement this?

Re: DUI LAAT/I drivers??

Posted: Thu Oct 01, 2009 3:38 pm
by Aman/Pinguin
AFAIK the "land" function doesn't work in SWBF2.

Re: DUI LAAT/I drivers??

Posted: Thu Oct 01, 2009 4:37 pm
by Fiodis
Yes, AI are incapable of landing, simple though it may seem. :wink:

AI are often dumber than we suppose, but can do really unexpected things....the other day I ran into an Emperor AI that used the infinite block glitch....

If you want the flyer to land you'll need to manually land it.

Re: DUI LAAT/I drivers??

Posted: Thu Oct 01, 2009 7:53 pm
by IndianaJoe
oh, :( i wanted them to land and storm the droid control center :( )

in that case, what do i do when the reache the end of a path? (so they don't fly randomly and hit a spire) will they get back on a path? or what?

Re: DUI LAAT/I drivers??

Posted: Thu Oct 01, 2009 8:05 pm
by Fiodis
Hmm....maybe a hectic LUA workaround which goes roughly as follows:

Code: Select all

OnEnterRegion --region at end of flight path
KillObject(LAAT)
PauseAnimation(touchdown)
RewindAnimation(touchdown) --ZE animation of LAAT prop "landing"
PlayAnimationFromTo(touchdown, "timestart", "timeend"
Ambush(path_near_landed_flyer_prop, numberPassengers, fromTeam)
That's a rough outline. The "touchdown" anim plays on a pre-placed LAAT prop that was out of site (under terrain, maybe) but is rapidly zoomed into view by the ZE anim.

Overall effect: the flyer reaches the end of the path. It is destroyed, and a flyer prop replaces it in midair. This prop slowly descends to the ground, simulating a touchdown, and a bunch of AI are spawned around it. No player activity required (indeed, if a player were in the flyer he'd be killed).

It's messy. The destroyed LAAT's chunks will be visibly tumbling to the ground as the prop descends. This might be circumvented by first teleporting the real LAAT to a distant location (such as a dark alley, or behind a dumpster....) and then killing it. It's still messy.

If you want the flyer to follow a set path, it's easier to set it up as a turret, then

Code: Select all

OnEnterVehicle
PauseAnimation(fly)
RewindAnimation(fly)
PlayAnimationFromTo(fly, "start", "end")
ForcePlayerFromVehicle --Disclaimed: not a real function.  Basically you force the player from the turret, I forgot the actual name, may want to look that up
Ambush(path_near_landed_turret, numberAI, fromTeam)
End result: when you enter the turret, it lifts off automatically. You have no control. It flys to a pre-set destination, lands, you can get out, and AI spawn around you.
Con: you can't steer. And there's only one passenger position.
See the opening of Operation FM for a pseudo-example of this.

Re: DUI LAAT/I drivers??

Posted: Thu Oct 01, 2009 8:17 pm
by IndianaJoe
ugh, :( i have no lua skills, this will probably have to wait...

Re: DUI LAAT/I drivers??

Posted: Thu Oct 01, 2009 8:18 pm
by Fiodis
IndianaJoe wrote:in that case, what do i do when the reache the end of a path? (so they don't fly randomly and hit a spire) will they get back on a path? or what?
Apologies - I hadn't adressed that question. If you don't want a sloppy LUA workaround, I'd recommend editing the path to loop around the spire, maybe.

Re: DUI LAAT/I drivers??

Posted: Thu Oct 01, 2009 8:25 pm
by IndianaJoe
um, will they get back on the path? (after i loop it back)

Re: DUI LAAT/I drivers??

Posted: Thu Oct 01, 2009 9:22 pm
by Fiodis
You misunderstand me; I mean extend the path around the spire and head it off in a different direction. If you do it the way you're thinking of, I don't know.