The "THEWULFMAN is stupid" (impossible stuff thread)

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The "THEWULFMAN is stupid" (impossible stuff thread)

Post by THEWULFMAN »

Hello everyone. Well , I am going to tell you guys something big today. I did something that was supposed to be impossible.
As lot of you know, I am making a mod based of of TCW tv show. And for this mod I was pulling out all the stops.
As alot of you don't know, is I have a mod team helping me now(The Frayed Wires Mod Team). I still do most of the work for tcw, but they give me the much needed support.
One of my team members(AgentSmith#38) and I came up with an idea, and it worked, sorta. We wanted to have force pushable objects like in TFU. It may or may not make it into the mod depending on how well we can get it to work. BUT, That's not what I am here to show you guys today. But to understand how this came up, you need to know a little about both the mos eisly in my mod, and how the force pushable objects work. (BTW, If you use force pushable objects in a method like or similar to this ,it would be nice to credit AgentSmith#38 and me THEWULFMAN)
Its very simple. The objects(in this instance a crate) are actually units. This is the only known way this can be done. They are not perfect and are a WIP. I will have to see how good I can make them look.
and about my mos eisly. Origninally I had planned to have angry civilians running around the town, fighting the REP and CIS. I did for awhile, and it was cool. But to cut back on the file size they were cut from the mod. I changed them back to jawas, friendly jawas. I just copy pasted the old lua section for the local att/def/ friend/enemy stuff. Funny thing, the jawas remained kinda hostile. Not completely enemies but they would fight anyone. :/

Now, its time for the interesting pert. I decided to add the force pushable crates in place of the jawas as a test.
It worked fine and all, but.....then I noticed something.
VIDEO PROOF
thats right. THE CP CHANGED ITS COLORS TO YELLOW WHEN THE CRATES(locals) CAPTURED A CP :shock:


In the end, I dont know exactly what I did to make the cp change color, but the point is this. IT IS POSSIBLE. I dont know if it was the new ingame.lvl with the new cp odf? or the lua? or what.

My next step I think, will be to recreate this again. I think the best idea is to recreate Tatooine: Dune sea with the tuskens. :D

My mod team is, in my opinion, one of the best around. No offense to anyone at all, but we just work so well together. I am very happy to have found BF2, and GT. They have made me feel more confident in myself that I am somewhat smart. Thank you all.
There fore. I dedicate this thread to discovering ways to do things that were never done before.
Last edited by THEWULFMAN on Thu Nov 08, 2012 4:38 pm, edited 6 times in total.
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Re: The "and you thought this was impossible" thread

Post by Sky_216 »

Thats impressive and plain bizarre at the same time. Be pretty useful to lots of people if you could figure out how it worked. Don't envy you systematically going back and finding the specific thing that does it though.


P.S. People shouldn't have to credit you or agentsmith for the 'objects are really units thing' unless they got the idea from you and are feeling generous, especially since its been discussed on these forums before.
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Re: The "and you thought this was impossible" thread

Post by THEWULFMAN »

Sky_216 wrote:Thats impressive and plain bizarre at the same time. Be pretty useful to lots of people if you could figure out how it worked. Don't envy you systematically going back and finding the specific thing that does it though.

P.S. People shouldn't have to credit you or agentsmith for the 'objects are really units thing' unless they got the idea from you and are feeling generous, especially since its been discussed on these forums before.
Heh, yeah....anyway. Useing Teancums Dune sea from his secret assets to begin testing.
oh,I guess your right, never knew it had come up and FIXED


Edit~ Here is the first major test of the force pushable crates

http://www.xfire.com/video/43bb86/
Last edited by THEWULFMAN on Sun Mar 27, 2011 7:36 am, edited 1 time in total.
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Re: The "and you thought this was impossible" thread

Post by Jendo7 »

That's pretty amazing. As the crates are units, I wonder if it's possible to make them randomely explode like droids.
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Re: The "and you thought this was impossible" thread

Post by Sky_216 »

@Wulf - oh wow, I always assumed that they wouldn't tumble on account of not having anims. I was going to do it back when Last days was still Dark Space (one of the places it was mentioned) but thought it would look bad. Looks good, but if you implement it I'd suggest using crates with bases. ;)
@Jendo - don't think it'd work too well, as "ChunkFrequency" and pushableness are linked (ie units which blow up don't get pushed all the time, eg stock droids).
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Re: The "and you thought this was impossible" thread

Post by [Padawan]Helkaan »

So, technically, the physics should work in SWBF2?
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Re: The "and you thought this was impossible" thread

Post by THEWULFMAN »

Sky_216 wrote:@Wulf - oh wow, I always assumed that they wouldn't tumble on account of not having anims. I was going to do it back when Last days was still Dark Space (one of the places it was mentioned) but thought it would look bad. Looks good, but if you implement it I'd suggest using crates with bases. ;)
@Jendo - don't think it'd work too well, as "ChunkFrequency" and pushableness are linked (ie units which blow up don't get pushed all the time, eg stock droids).

They didnt used to tumble, the crates are actually enveloped now, like you saw in the video. There are still some bugs to work out. If I "perfect" it I will release the assets.

@Jendo, I kinda thought of that. The idea I had was fuel barrels that explode on contact with the ground. but as Sky says, that will have limitations.
[Padawan]Helkaan wrote:So, technically, the physics should work in SWBF2?
What are you asking?
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Re: The "and you thought this was impossible" thread

Post by [Padawan]Helkaan »

THEWULFMAN wrote:
[Padawan]Helkaan wrote:So, technically, the physics should work in SWBF2?
What are you asking?
We say that the SWBF2 game engine doesn't support physics like radgolls. Would it be possible to make them work ingame?
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Re: The "and you thought this was impossible" thread

Post by THEWULFMAN »

[Padawan]Helkaan wrote: We say that the SWBF2 game engine doesn't support physics like radgolls. Would it be possible to make them work ingame?

The closest your going to get with that is new death animations.
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Re: The "and you thought this was impossible" thread

Post by DarthD.U.C.K. »

to which bone did you envelope them? maybe if the models arent enveloped there wont be the rollingawaywhengrenadeisnear-problem.
do the crates have the normal unitcollision independend from their size?
oh, and here is a discussion about the same topic that might help you with the explosions
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Re: The "and you thought this was impossible" thread

Post by THEWULFMAN »

DarthD.U.C.K. wrote:to which bone did you envelope them? maybe if the models arent enveloped there wont be the rollingawaywhengrenadeisnear-problem.
do the crates have the normal unitcollision independend from their size?
oh, and here is a discussion about the same topic that might help you with the explosions

:funny2:
Then the crates would be completly fixed in the air. No tumble. I still need to get rid of the rollingawaywhengrenadeisnear-problem. Pelvis, btw. Next AS#38 Will be coming out with a v2 of the crates, solving several of the problems.
Thanks for the link. It appears Fiodis had come up with the same idea we had. Soooo, the three of us should get credit :P
Oh, and the crates have a little collision problem, the skelton determinees the size of the units collision, not the ,model it self.
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Re: The "and you thought this was impossible" thread

Post by DarthD.U.C.K. »

yeah of course they would, but in my opinion that would be a better alternative than having them rolling away, anyway apparently skys method in the topic i linked fixes the problem.
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Re: The "and you thought this was impossible" thread

Post by THEWULFMAN »

Yeah, I had thought of create entity. I have never used that other than with my Galactic conquest stuff, is this what it would look like

CreateEntity(GetEntityClass("crate1"), GetEntityMatrix("spawnpointname"));

and where would I put it. I am sorry for the nooby question. :oops:
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Re: The "and you thought this was impossible" thread

Post by DarthD.U.C.K. »

here is an example from the mygeeto campaign:

Code: Select all

     Holocron1Spawn = GetPathPoint("codespawn", 0) --gets the path point
      CreateEntity("myg1_flag_crystal", Holocron1Spawn, "crystal") --spawns the disk
that means:

Code: Select all

	  Nodename = GetPathPoint("pathname", nodenumber) --creates nodename/object
	   CreateEntity("enityclass", nodename, "entityname")  --spawns entity there
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Re: The "and you thought this was impossible" thread

Post by THEWULFMAN »

Ok then, thanks :D

I will try to get a new video of the version 2 force pushable objects up later.
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Re: The "and you thought this was impossible" thread

Post by Snork »

Yellow CP's = Neutral, I've seen them before in Operation: Ferretmaster :P So yeah, that isn't anything super crazy but force pushable crates are a pretty neat idea! :)
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Re: The "and you thought this was impossible" thread

Post by THEWULFMAN »

Snork wrote:Yellow CP's = Neutral, I've seen them before in Operation: Ferretmaster :P So yeah, that isn't anything super crazy but force pushable crates are a pretty neat idea! :)

:faint:
I never took that into account. The crates were neutral. :lol: "akward laughter"

So, I didn't really accomplish anything and I suck :yes:

I have to wait for AgentSmith#38 to work on the crates.

I guess there is no point in me continuing the investigation of the yellow cps and that stuff.
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Re: The "and you thought this was impossible" thread

Post by Anakin »

ähm what of this should be impossible??

the boxes to fly away don't know if this was impossible


the forcepush simply adding a effect??(i don't know how to do but there are so much
mods with forcepush effects)
or the cp color?? I think this was on BFI too :?


for the boxes would be awesome and may impossible if you can throw them to enemies and they will be pushed so they fall and get a bit damage
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Re: The "and you thought this was impossible" thread

Post by THEWULFMAN »

Anakin wrote:ähm what of this should be impossible??

the boxes to fly away don't know if this was impossible


the forcepush simply adding a effect??(i don't know how to do but there are so much
mods with forcepush effects)
or the cp color?? I think this was on BFI too :?


for the boxes would be awesome and may impossible if you can throw them to enemies and they will be pushed so they fall and get a bit damage
THEWULFMAN wrote:So, I didn't really accomplish anything and I suck :yes:
:thumbs: Great job anakin, you pointed out what was just stated. I didn't realize how fast someone's confidence could drop till today. oh, and anakin, when the heck did I say anything about the force push effect :|
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Re: The "THEWULFMAN is stupid" thread (impossible thread)

Post by DarthD.U.C.K. »

dont worry wulfman, i think this happened to many of us before. some weeks ago i was convinced it was awesomely new when i discovered that you could put any odfproperty under the instancepropertytag and they would become editable in ZE and everyone i told it knew that already. :wink:
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