Page 1 of 3

Decoding Traps

Posted: Tue Jul 05, 2005 4:55 pm
by Astute
hmm, hope i didn't double post.
Anyway, was skimming through the trapdoor for jabba's palace when i found this.

AnimationTrigger = "open hp_trapradius 1.0 trap_open"

I was able to figure out what most of it ment, but i'm not sure what trap_open means. I looked through all the meshes and animations, but i couldn't find anything about trap_open, or even trap by itself. Is this some kind of command, or just short for an animation? Would it be possible to replace some of this so that it will fire an ordnance?

Well, even if this isn't it, is there a way to have a trap fire mabye a grenade or even turn on a light?

RE: Decoding Traps

Posted: Tue Jul 05, 2005 5:02 pm
by Qdin
well, I think you found the first 'link' to an RPG engine :wink:

I'll guess you're right about the trigger, and about something is gonna happen. but what if we uses that one...? and HOW do we create an ordinance for pushing/activating the trap/button? :?:

good job - now we're talking about mines - right?

it could be cool to add traps everywhere in a map - like the Sar Lacc Pit :wink:

C ya :P

RE: Decoding Traps

Posted: Tue Jul 05, 2005 5:12 pm
by Astute
Ah, for me it is the one link to finish the rpg element i have already added. The map i'm working on now will have a couple puzzles, which will ultimately aide the side that takes the time to solve it.

RE: Decoding Traps

Posted: Tue Jul 05, 2005 5:33 pm
by Astute
Well, is it still possible to have a trap fire a grenade or the light thing?

RE: Decoding Traps

Posted: Wed Jul 06, 2005 9:17 am
by Qdin
yeah - that'll be cool :P isbt that like the Sar Lacc Pit? its not like EVERYTIME you walk along wit it you dies - but sometimes :wink: so isnt it like that?

and Fred: what ddo you mean with: "Just a name of a piece of geometry with the mesh."?

does it means its a part of the geometry? or the model? or object? or map? or is it more complicated than me? :?:

RE: Decoding Traps

Posted: Wed Jul 06, 2005 11:29 am
by Astute
He's merely refering to a hardpoint on the object. With the Sar Lacc thing, i'm actually aiming for something bigger. Here is a good example, say you created an object that was placed high above the map. You set the trigger radius high so that people will enter it on the ground. Now when the trap is triggered, it fires a flaming asteroid(grenade) onto the landscape, killing those who are unlucky enough to be around when it hits. Another example, the lights. When people are running down a hall the lights mysteriously light up because their set at a certain radius. The uses are limitless(I hope its possible).

RE: Decoding Traps

Posted: Wed Jul 06, 2005 7:41 pm
by Astute
Ok, i think i have an idea of how to make it fire something, mabye by attaching the weapon to the hardpoint or something, then having an animation that triggers it. errr, wait, is that even possible?

RE: Decoding Traps

Posted: Fri Jul 08, 2005 6:40 pm
by Astute
Ok, I've got it. I made my trap into a npc, that way he'll fire at people when they get near. Only prob i've had so far is that when i disable his movement, he'll shoot at me(one direction lol), and the game crashes a few seconds later.

RE: Decoding Traps

Posted: Fri Jul 08, 2005 9:54 pm
by ShadowHawk
lol. When you figure it out, post step-by-step what you did. Just like you I think this would be limitless.

RE: Decoding Traps

Posted: Fri Jul 08, 2005 9:56 pm
by Astute
sure thing, could i get this to work i believe another level of modding could be on the horizon...

RE: Decoding Traps

Posted: Tue Jul 12, 2005 9:59 pm
by Astute
well i've planned it all out, and it should work, Though i am curious what AiSizeType = "SOLDIER" means?

RE: Decoding Traps

Posted: Wed Jul 13, 2005 4:15 pm
by Qdin
astute, I'm glad you're experimenting with this :P especially because I ALWAYS liked traps an such :P lol, I'd like to create LOTS of traps to kill some Clones some day :wink: but keep it up :P

RE: Decoding Traps

Posted: Thu Jul 14, 2005 3:33 pm
by Astute
Well... it works, i did it. Many a rebel and imperial has fallen to this insidious trap. Only unrelated bug i'm getting is that the beam they shoot slopes downward at the ground, when i want it to shoot straight into the horizion. how do i fix this?

RE: Decoding Traps

Posted: Thu Jul 14, 2005 3:48 pm
by Qdin
? whatta you mean with 'that the beam they shoot slopes downward at the ground, when i want it to shoot straight into the horizion'? I'm not a pro to english, so can you say it again so a child like me understands the words like slopes stright into the horizont :S

C ya - and give me a step-by-step tutorial or just write what you did :D

RE: Decoding Traps

Posted: Thu Jul 14, 2005 4:03 pm
by Astute
well... you know how when someone fires a blaster the bullet goes straight to the target (assuming your aim was good). With the beam it fires, but instead hits the ground. You see this effect on teh CIS walker.
I want the beam to go straight like a blaster bolt

RE: Decoding Traps

Posted: Sun Jul 17, 2005 12:54 am
by Astute
Well, i pulled it off. Its been a long haul, mabye 8 different approaches.

Image

The laser emitter is on the right, and it shoots the cis laser which kills friend and foe. It only activates when you come in close range.

While i got it to work, i'm going to do a bit more research into it, mabye spike traps, flame traps, boulder traps... even might consider doing an indiana jones style level lol.

I'll post any others if i get them working

RE: Decoding Traps

Posted: Wed Jul 20, 2005 1:32 pm
by Astute
Ok, for those of you still intrested in this, I've got a boulder trap, its just i don't have a good model for the boulder. My problem right now is that it doesn't have collision, any ideas how i add that?

Also, i'm making a map to show off the boulder trap, and a couple other puzzles as well.

RE: Decoding Traps

Posted: Thu Jul 21, 2005 7:42 am
by Qdin
hmm - how about creating an animated collision - and when you activate your trap, does it then uses the BoulderMesh? or does it uses an animated Boulder you animated in XSI?

because you have to get the collsion down there, but how about 'slipping' the boulder when the trap is activated? - or s it how you did it?

RE: Decoding Traps

Posted: Thu Jul 21, 2005 6:13 pm
by Astute
Well.. the way i set the boulder up is that its completely random where it could hit, only problem is that the boulder will go half way through any surface, as if its collision was in its center. I'm looking for info on how to make it whole, so it bounces off of the circumference and not the center.

RE: Decoding Traps

Posted: Fri Jul 22, 2005 7:28 am
by Qdin
hey - where did you find that AnimationTrigger-script? I looked in the files from Jabba's Palace - and I only found 3 .msh files - which obviously contains the animations

so in what file did you see the 'settings'/options/script for the Trapdoor?

I'm gonna experiment with it too - if possible :wink: