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I know its impossible to move regions, but is it possible to make an object that kills you if you touch it? The thing is that the object needs to be procedurally animated in ZE.
For those who care, it is to replace the subway in my map. Basically, the subway can't work. I've tried everything I know how to (which isn't much) but I just can't get it to treat the subway car interior as a local space. So, this is the replacement, an occasional subway car rushing up the tunnel. If you get hit by the object, you die.
Is this possible?
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¤ Death Object ¤
Moderator: Moderators
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pinioncorp
-
Penguin
- Jedi Admin

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RE: ¤ Death Object ¤
maybe with scripting you could do this, add a lot of death regions or something along the tunnel, and in the lua have them all deactiveted, a timer counts down and a region gets activated at the same time, then it deactiveates and the next one activates, etc
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pinioncorp
- [RDH]Zerted
- Gametoast Staff

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Re: ¤ Death Object ¤
What do you mean by local space?pinioncorp wrote:... can't get it to treat the subway car interior as a local space...
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xwingguy
RE: Re: ¤ Death Object ¤
As you know vehicles can occasionally squish a dude or 2.
I think if you raise the subway a little off the tracks and have it move very fast, it'll squish em. I can't garantee it though but it's worth a shot.
I think if you raise the subway a little off the tracks and have it move very fast, it'll squish em. I can't garantee it though but it's worth a shot.
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Tohron
Re: ¤ Death Object ¤
Aklays kill what they walk on, and speeders can run people over, so it can be done.pinioncorp wrote:_____________________________________________________________
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I know its impossible to move regions, but is it possible to make an object that kills you if you touch it? The thing is that the object needs to be procedurally animated in ZE.
For those who care, it is to replace the subway in my map. Basically, the subway can't work. I've tried everything I know how to (which isn't much) but I just can't get it to treat the subway car interior as a local space. So, this is the replacement, an occasional subway car rushing up the tunnel. If you get hit by the object, you die.
Is this possible?
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Your best bet would be to add several permanently operating invisible melee weapons on both sides of the subway. Infantry would be killed by them as soon as they get into range (which would equal being hit by the subway)
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pinioncorp
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Thats all very well, but that is only applicable to vehicles / characters. I can't animate a vehicle in ZE, it needs to be driven by AI. And for obvious reasons a character is inapporpriate.
Zerted: Local space as in it recognises the object as stable, no matter where the object is or whatever it is doing. Its extremely important in 3D applications, but as an example I'll use ZE (because I know you have it).
You place x object on the field, and rotate it, say... 15 degrees. However, if you then go into animation mode, and turn on 'local translation', you will notice that the axis has now rotated that 15 degrees as well. Really useful for something like animating a ship flying across the sky.
"Okay," you are probably thinking to yourself, "ZE has local orientation, what's he talking about then?" Well, the problem is that if you move the object, anything touching that object is not moved with it, ie. it is faking the translation. Becuase if you are standing on the object, and it moves beneath your feet, instead of staying still in proportion to the object's pivot point, it slides beneath you because you are staying proportional to the world pivot point.
Another example is animating limbs of a character. If you move the limbs beneath the elbow, the hand and fingers go with it. Likewise, if you move the entire arm at the shoulder, the entire body of the arm will go with it. Right now, it is so that if you move below the elbow, the wrist is staying still and seperating from the arm.
Vehicles can have a local space, because if you stand on top of an AT-AT, it can transport you wherever it goes without you taking a step. I need to emulate that in ZE, without making a vehicle. I tried a turret, hoping it would have the same properties, but alas, no cigar.
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Thats all very well, but that is only applicable to vehicles / characters. I can't animate a vehicle in ZE, it needs to be driven by AI. And for obvious reasons a character is inapporpriate.
Zerted: Local space as in it recognises the object as stable, no matter where the object is or whatever it is doing. Its extremely important in 3D applications, but as an example I'll use ZE (because I know you have it).
You place x object on the field, and rotate it, say... 15 degrees. However, if you then go into animation mode, and turn on 'local translation', you will notice that the axis has now rotated that 15 degrees as well. Really useful for something like animating a ship flying across the sky.
"Okay," you are probably thinking to yourself, "ZE has local orientation, what's he talking about then?" Well, the problem is that if you move the object, anything touching that object is not moved with it, ie. it is faking the translation. Becuase if you are standing on the object, and it moves beneath your feet, instead of staying still in proportion to the object's pivot point, it slides beneath you because you are staying proportional to the world pivot point.
Another example is animating limbs of a character. If you move the limbs beneath the elbow, the hand and fingers go with it. Likewise, if you move the entire arm at the shoulder, the entire body of the arm will go with it. Right now, it is so that if you move below the elbow, the wrist is staying still and seperating from the arm.
Vehicles can have a local space, because if you stand on top of an AT-AT, it can transport you wherever it goes without you taking a step. I need to emulate that in ZE, without making a vehicle. I tried a turret, hoping it would have the same properties, but alas, no cigar.
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Tohron
Maybe you could try and have the subway's ends emulate a health droid (which is placeable in ZE) only they cause health to drop at a very rapid rate. Not sure how health droids work though, but who knows?pinioncorp wrote:_____________________________________________________________
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Thats all very well, but that is only applicable to vehicles / characters. I can't animate a vehicle in ZE, it needs to be driven by AI. And for obvious reasons a character is inapporpriate.
Zerted: Local space as in it recognises the object as stable, no matter where the object is or whatever it is doing. Its extremely important in 3D applications, but as an example I'll use ZE (because I know you have it).
You place x object on the field, and rotate it, say... 15 degrees. However, if you then go into animation mode, and turn on 'local translation', you will notice that the axis has now rotated that 15 degrees as well. Really useful for something like animating a ship flying across the sky.
"Okay," you are probably thinking to yourself, "ZE has local orientation, what's he talking about then?" Well, the problem is that if you move the object, anything touching that object is not moved with it, ie. it is faking the translation. Becuase if you are standing on the object, and it moves beneath your feet, instead of staying still in proportion to the object's pivot point, it slides beneath you because you are staying proportional to the world pivot point.
Another example is animating limbs of a character. If you move the limbs beneath the elbow, the hand and fingers go with it. Likewise, if you move the entire arm at the shoulder, the entire body of the arm will go with it. Right now, it is so that if you move below the elbow, the wrist is staying still and seperating from the arm.
Vehicles can have a local space, because if you stand on top of an AT-AT, it can transport you wherever it goes without you taking a step. I need to emulate that in ZE, without making a vehicle. I tried a turret, hoping it would have the same properties, but alas, no cigar.
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