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Slippery ice

Posted: Tue Nov 11, 2008 12:26 am
by Splat
is there a way to make it so you can slide on a cirtain surface? Also, what does Render Ice do in the xsi addons?

Re: slippery ice

Posted: Wed Nov 12, 2008 2:00 am
by DarthD.U.C.K.
welcome at gametoast!!
1.: no, i dont think so
2.: click me!

Re: slippery ice

Posted: Wed Nov 12, 2008 1:06 pm
by PsYcH0_]-[aMsT3r
This is really a modding question. I guess the best way would be to do a normal model, then place the region in ZE that speeds you up, wobbles you when you got into it.

Re: slippery ice

Posted: Wed Nov 12, 2008 3:58 pm
by Caleb1117
PsYcH0_]-[aMsT3r wrote:This is really a modding question. I guess the best way would be to do a normal model, then place the region in ZE that speeds you up, wobbles you when you got into it.

And what kind of region does that?

Re: slippery ice

Posted: Wed Nov 12, 2008 6:20 pm
by Teancum
:lol: That's what I was thinkin' too.

Re: slippery ice

Posted: Wed Nov 12, 2008 7:15 pm
by Grev
Its just a way around it, but you could make a cylinder in XSI, and have it rotate with only the peak sticking out while its on its side, so when you get on it, you get pushed a bit forward. This would work wonders on a downhill map. Because people going up would experience the slide too, making it realistic.

Re: slippery ice

Posted: Wed Nov 12, 2008 11:13 pm
by Frisbeetarian
Remember, with objects, either something has to push you or you have to be in something moving. You don't stay "stuck" to a moving object, it will just move under you while you're stationary. Thus what you're talking about would have to be a pinwheel with invisible ends, not something that would really work.

Re: slippery ice

Posted: Wed Nov 12, 2008 11:25 pm
by Fingerfood
Or when you enter a region it could change your player model to an exact replica which just moves faster, thus simulating sliding.

Not to practical though. :?

Re: slippery ice

Posted: Thu Nov 13, 2008 12:25 am
by Frisbeetarian
You wouldn't change any player model in any case, and wouldn't change on the fly, you'd have to respawn first. You would just have to change the ODF, and this can be done on the fly, but it would effect the entire class, not just your player. In any case, as you said, it's not practical.

Re: Slippery ice

Posted: Sun Nov 16, 2008 5:25 pm
by Silas
the idea of invisible "hands" or otherwise makes sense. Only thing is anyone moving along the ice against the hands kinda won't be able to do that.

Re: Slippery ice

Posted: Mon Nov 17, 2008 1:19 am
by tsurugi13
Silas wrote:the idea of invisible "hands" or otherwise makes sense. Only thing is anyone moving along the ice against the hands kinda won't be able to do that.
If it's on a slope the hands could be small enough that someone walking the opposite direction would just walk over them.

Re: Slippery ice

Posted: Mon Nov 17, 2008 2:02 am
by Splat
the problem with all these ideas is that you would be moving in only one diriction and also you wouldn't be albe to stop on the "ice". So i am guessing that there is no slide animation or whatever that is needed for this to work. I would think you would set up a region that states "when u are in me if you release the movement key this animation plays(the slide animation)" one could make 8 animations for all the directions... up, down, left, right, upleft, upright, downleft, downright.

Re: Slippery ice

Posted: Mon Nov 17, 2008 6:22 am
by Frisbeetarian
The point is that a region is not designed to do that. Even with extensive Lua scripting, I doubt that this is possible.

Re: Slippery ice

Posted: Mon Nov 17, 2008 11:08 am
by Teancum
... and even if it were possible, it would be a really nasty hack job that would look like crap in the end.


Cool idea, but there just isn't the capability of doing it.

Re: Slippery ice

Posted: Tue Nov 18, 2008 3:30 am
by [RDH]Zerted
I like the idea, but can't think of a way to do it through the lua. You even seem to move through the water the same as on land. SWBF2 isn't designed for different ground textures.

The best I can come up with is messing with the control speed ODF values, but that would change for all units of the class that entered the region. It also wouldn't make a slippery effect.

Re: Slippery ice

Posted: Wed Nov 19, 2008 4:36 am
by PsYcH0_]-[aMsT3r
That's the kinda thing I meant... But I've not done much proper ODFing in months. But say on Dann-style maps, don't players kinda put their hand down and stuff? Dunno why, but if you could do something like that to speed it up, it might look pretty good.

Re: Slippery ice

Posted: Wed Nov 19, 2008 4:43 am
by Penguin
I haven't played BF2 for a looooooong time, but cant you slide down steep slopes on models?

You could use the collisions models (in com or something like that... ) and rotate them to make lots of 'V's and all slopping down in one direction. Only ideal for narrow corridors or it may look weird as you could have "floating+sliding" AI/players.

Re: Slippery ice

Posted: Wed Nov 19, 2008 5:49 am
by Frisbeetarian
And if that worked, unless you could jump the area, it would ensure units would not only slide that way, but only be able to use the corridor to move the one way as well.

Re: Slippery ice

Posted: Wed Nov 19, 2008 11:56 pm
by Splat
good idea! But the effect im looking for is more like something around the lines of what happens in the zelda games. like in the OOT u can slide on ice...... Like if you were to be hit by another player(moving into you) you would slide a foot or two and if you were running and were to stop you wouldn't just stop, you would still move a few feet befort complete stop.

. Another example is like in the tunnel to the trash dump in the death star but on level ground .

Re: Slippery ice

Posted: Thu Nov 20, 2008 12:58 am
by Frisbeetarian
We understand what you want to be able to do, and we're telling you that it is IMPOSSIBLE in Battlefront. We mentioned a few hack jobs, but that is exactly what they are, exploiting parts of the game that emulate a couple of the features of ice, but never truly getting the entire feel. You won't find what you're looking for, sorry, you'll just have to move on.