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Vehicle lifter/dropper
Posted: Sat May 07, 2011 10:42 am
by Dakota
remember that thread about making a unit an ordanence, well this is like it.
i am trying to make a weapon for flyers that can lift a tank into the air and hold it there, then can be droped. it would be almost like the "anti-grav gun" in that weapons pack i made, but for tanks. does anyone know how i can get pull to work on a tank or if there is another way for it?
i also thought about a teleporter that teleports the tank to you if u use a weapon then drops that tank if u use the weapon again but i don't know how to lua code that well. if anyone can help, i think it would be an awesome weapon. you could get a rep gunship and make it air drop an atte into battle

Re: vehecal lifter/droper
Posted: Sat May 07, 2011 11:02 am
by DarthD.U.C.K.
Re: vehecal lifter/droper
Posted: Sat May 07, 2011 11:13 am
by Dakota
that looked more like a vehecal dispenser.
Re: vehecal lifter/droper
Posted: Sat May 07, 2011 11:24 am
by Firefang
That's what it is. As duck said, it's the only real way to to it.
Re: Vehicle lifter/dropper
Posted: Sun May 08, 2011 10:43 pm
by Ace_Azzameen_5
RRRRRRAAAAANNNNDDDOOOMMMMM 5 Minute Return to GameToast
You CAN get it closer. (I think)
Combine that Vehicle Dispenser with some LUA to add a dumby fake vehicle that is deleted when the first one spawns. I am certain it can be done but its with code that I might have been the only one to use. Plus, if you can't move the weapon node (model edit) or otherwise offset where the vehicle dispenses from, they're will be a slight visual hiccup as the tank disappears (fake) and re-appears (driveable) in a slightly different position.
I am lazy short on time so I'll have to use pseudo verbal pseudo code:
You have to use a recursive[sic?] 0.0166666666 second (1/60th sec) timer event that calls itself and triggers a teleport call to teleport the fake vehicle to the position of the gunship subtract 1-2 game units vertically.
When OnPlayerUseDispenser(TankWeapon) or whatever that event is called, interrupt the animation (have the timer include an if runtimer == 1 then clause, set runtimer = 0) (to stop crash maybe) and delete the fake tank. Voila.
This post needs interpretation by a veteran coder. Which might be me when I get around to it. Sorry about that.
Check my thread on LUA script animation its like my 5th previous post around these parts and shows some code similar to what is required.
P.S.
Cool that people still mod SWBFII even after I, pillar of the community that I am, left after quietly dropping a Release Candidate(3x more work than most peoples 1.0's) of my Magnum Opus last fall which stood for final when no one submitted bug reports. Probably should SWBF files that thing...
P.P.S.
People are totally going to say that it's impossible, then I am going to have to remember how to ACTUALLY code for SWBFII and prove them wrong. Right after I invent a time-slowing machine.
Re: Vehicle lifter/dropper
Posted: Mon May 09, 2011 1:28 am
by THEWULFMAN
Hey

Ace_Azzameen_5 , nice to see you (you will have no idea who I am anyway

)
I may have my team look into this, as this would be a cool idea
OFFTOPIC: And funny you mention that we still mod the game. As we just had a thread a little while ago made by me about the fact we still mod the game. The general consensus is we will mod it for as long as we want. And we all still want to for the most part.
Re: Vehicle lifter/dropper
Posted: Mon May 09, 2011 10:32 am
by Ace_Azzameen_5
Good to hear. A lot of my above post (the parts where I make my self out as awesome and act like me leaving would END gametoast) is sarcastic. None of the technical stuff though. I have a long list of real life things to do but maybe I could swap out time wasted gaming with a little bit of clarification about how I expect this to work. Right now I am off to find work.
It is quite feasible to teleport an object your to matrix over and over - it's how I worked around the hard code limit to standard ZE animations, and made dynamically altering animations as well.
Re: Vehicle lifter/dropper
Posted: Mon May 09, 2011 3:42 pm
by Dakota
just wondering if there is a way to have the vehecal move (or continue teleporting to your location) and still have the person inside alive.
Re: Vehicle lifter/dropper
Posted: Mon May 09, 2011 5:32 pm
by THEWULFMAN
Dakota wrote:just wondering if there is a way to have the vehecal move (or continue teleporting to your location) and still have the person inside alive.
One thing at a time
I dont think its very feasible. It would require you to teleport the vehicle to your matrix over and over really fast to make it appear that way. Its easier to have it unmanned.