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Creating a "ghost", having issues.

Posted: Sat May 02, 2009 2:18 pm
by MetalcoreRancor
Ok, so I had come up with a brilliant idea last night, of making a character that would have a disguise kit, be able to walk through buildings and not show up on radar.

I haven't figured out how to make a working Disguise kit on my own, so that part doesn't work. The BuildingCollision = "clear" "none" options don't seem to work, and yes I tried removing the -nocollision in .msh.option, and also tried giving it -collision.

Any thoughts and ideas how to get the disguise kit working, and also make the unit capable of passing through destructable buildings?

Re: Creating a "ghost", having issues.

Posted: Sat May 02, 2009 4:59 pm
by imweird24
I have no idea, srry, but its a great idea none the less!

Re: Creating a "ghost", having issues.

Posted: Sat May 02, 2009 5:51 pm
by Fiodis
The Disguise Kit is a shipped weapon from the BF1 assets.


As for not showing up on radar, I'm not sure at all....maybe look through the Bothan's stealth field generator.

Why not hex-edit it to allow for transparency, and make the entire skin semi-transparent?

Re: Creating a "ghost", having issues.

Posted: Sat May 02, 2009 9:24 pm
by MetalcoreRancor
The idea here is not visual issues, but getting it to physically move through structures. The radar I have done already, MapIcon = 0.0

The bothan disguise kit is way down on priority but still an issue. Do I reference DisguiseModel as the odf name or msh name of the first unit?

Re: Creating a "ghost", having issues.

Posted: Sun May 03, 2009 12:18 am
by computergeek
I believe that you will need to make a new unit model to make him not have collision.

Re: Creating a "ghost", having issues.

Posted: Sun May 03, 2009 12:43 am
by Frisbeetarian
Actually, the -nocollision line gives anything no collision (go figure). I think that the game renders unit collision differently, and thus even when you put -nocollision in a msh.option for a unit, it still has collision. If this is the case, the only way I can think to get around this is by having the ghost be a vehicle that you are force-spawned into that has no collision itself (and the likelihood of this working is minimal).
MetalcoreRancor wrote:and also tried giving it -collision
The docs make no reference to this even being a command.

Re: Creating a "ghost", having issues.

Posted: Sun May 03, 2009 11:34 am
by ANDEWEGET
CollisionRootScale = "0.42"
maybe this would help? dont know what this does...found in yodas odf.

Re: Creating a "ghost", having issues.

Posted: Sun May 03, 2009 12:00 pm
by DarthD.U.C.K.
that wont remove the collision, you could try to give him a nonexistent collisionprimitive like buildingcollision = "bla"
but im not shure if that works on players or if its even supported in sbwf2 which usually does the collision via naming the collisionprimtives ceratinly

Re: Creating a "ghost", having issues.

Posted: Sun May 03, 2009 12:42 pm
by MetalcoreRancor
Frisbeetarian wrote:
MetalcoreRancor wrote:and also tried giving it -collision
The docs make no reference to this even being a command.
-collision works with buildings that originally have none, like billboard buildings from mos eisley, or the palace structures from naboo backround.
Duck's idea didnt work.

Re: Creating a "ghost", having issues.

Posted: Sun May 03, 2009 12:43 pm
by Fluffy_the_ic
I thought that collision in units came from the skeleton, so it'd therefore be pretty much impossible without making a new skeleton. Besides, wouldn't you fall through the ground if your unit had no collision?

Re: Creating a "ghost", having issues.

Posted: Sun May 03, 2009 12:46 pm
by DarthD.U.C.K.
collision doesnt come from the skeleton
for everythingbut unit you can define the collisionparts, so you could give him terrain but no buildingcollision (if it worked for units

Re: Creating a "ghost", having issues.

Posted: Sun May 03, 2009 12:48 pm
by MetalcoreRancor
It's only to make it so the unit can walk through a set of buildings, without making all other units walk through them. I know how to set SoldierCollision but not how to rig it to only 1 particular msh.

Re: Creating a "ghost", having issues.

Posted: Tue May 05, 2009 10:01 pm
by Master_Ben
Can you et it so only a specific class of units can walk through buildings? 'Cause in that case, if worst comes to worst don't make any AI in that class and spawn some friendly locals of the same unit.

Re: Creating a "ghost", having issues.

Posted: Tue May 05, 2009 10:09 pm
by MetalcoreRancor
The line for buildings is SoldierCollision = clear

So unless AiSize = Hover dictates Soldier collision I doubt I could do that.

Re: Creating a "ghost", having issues.

Posted: Tue May 05, 2009 10:24 pm
by FragMe!
Just for fun and I am not sure it will work but in your unit odf try putting either:

CollisionRootScale = "0.01" --very small number, I think 0 would cause an error

or same thing but use

CollisionScale =

Edit:Just thinking though that would affect all collisions including ordnance, I am assuming you should be able to shoot at the ghost to kill him, wait he is a ghost he is already dead :runaway:

Edit Edit: nah just tried it didn't work.

Re: Creating a "ghost", having issues.

Posted: Tue May 05, 2009 11:35 pm
by Maveritchell
FragMe! wrote:Edit:Just thinking though that would affect all collisions including ordnance, I am assuming you should be able to shoot at the ghost to kill him, wait he is a ghost he is already dead :runaway:
Even if you did manage to make that (or something like it) work, you would uniformly remove all collision (like you said), including terrain collision, which is a bit more of an issue than ordnance.

Re: Creating a "ghost", having issues.

Posted: Wed May 06, 2009 12:28 am
by MetalcoreRancor
So anyone think what I'm trying to do is possible?

Re: Creating a "ghost", having issues.

Posted: Wed May 06, 2009 1:17 am
by Frisbeetarian
You could probably get a vehicle to do it, but not a unit.