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Create model where a missile lands?

Posted: Tue Aug 20, 2013 6:02 am
by lucasfart
Hey guys, just a quick question. In theory, would it be relatively easy to leave an object where your projectile hits? So basically, I thought it would be cool to make it so that crossbow bolts and arrows, when they hit an object, would just be left sticking out.

The Idea:
1. Projectile hits wall/ground/other object (and disappears)
2. Co-ordinates of that position are retrieved (is it possible to emulate the rotation as well?)
3. A crossbow bolt/arrow object is placed at that same position.

The theory isn't too complex but I thought I'd check out how feasible it is with you guys before I put a lot of effort into this. I still don't really have a grasp of all the commands, so any help would be appreciated. :)

Also, another question. It wouldn't work for players/dynamic objects, would it? Because they're always moving?

Re: Create model where a missile lands?

Posted: Tue Aug 20, 2013 8:19 am
by Locutus
Just a thought but maybe you could simply change the explosion of your ordnance to take longer, do no damage and change the model to your arrow/bolt.

Re: Create model where a missile lands?

Posted: Tue Aug 20, 2013 8:27 am
by lucasfart
That's probably better! It would kinda be cool to just permanently have these models around, but I guess that would have a higher performance impact also. Would this method also mean that I could make them stick to dynamic objects like ai/players (kinda like the sticky 'nades?).

Re: Create model where a missile lands?

Posted: Tue Aug 20, 2013 10:15 am
by Maveritchell
The Ewok spear is an easy template for what you want - a grenade ordnance with no explosion and a reasonable lifespan.

Re: Create model where a missile lands?

Posted: Tue Aug 20, 2013 11:14 am
by lucasfart
Cheers! That'll definitely make life easier...

Another question: Would I need to make a new skeleton/animation set or something if I wanted to use those ewok spear-throwing anims? Or can I just chuck the files in my munged folder and go for it?

Re: Create model where a missile lands?

Posted: Tue Aug 20, 2013 6:30 pm
by CressAlbane
Well, do you want to use the skeleton that the Ewok throwing animation is based on?

Re: Create model where a missile lands?

Posted: Tue Aug 20, 2013 8:24 pm
by lucasfart
Nah, I want to use the human skeleton. Although I just realised that they basically just use the grenade throw anim, so I might just use that. :D

Re: Create model where a missile lands?

Posted: Tue Aug 20, 2013 10:21 pm
by THEWULFMAN
Any animation can be used with the ewok's skeleton and vice versa as long as it's set up with the same number of bones and naming of bones in the animation.

Unit models and animations both reference the skeleton but do not contain it in their own files.

What I'm saying is, the spear throwing animation could be used with the normal human basepose. Not that there's a point because like you found out it is literally just the grenade throw animation.

Re: Create model where a missile lands?

Posted: Tue Aug 20, 2013 10:55 pm
by CressAlbane
Well, that doesn't mean that it would look good with any skeleton with the name number of bones and naming convention, but I see your point.