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ClassLabel = "sticky"... Oh great...

Posted: Tue Dec 02, 2008 8:29 pm
by Tourny
Hi, I'm trying to make a bow and arrow (I know skyhammer already did this, but I like to make my own stuff if possible) but that's irrelevant. I want to know how I could make the Ewok Spear (which I will use as the arrow) stick forever. If it is not possible in this way does anybody know how I could do it?

Re: ClassLabel = "sticky"... Oh great...

Posted: Tue Dec 02, 2008 8:32 pm
by Deviss
Tourny wrote:Hi, I'm trying to make a bow and arrow (I know skyhammer already did this, but I like to make my own stuff if possible) but that's irrelevant. I want to know how I could make the Ewok Spear (which I will use as the arrow) stick forever. If it is not possible in this way does anybody know how I could do it?
on the ordenance file change stick to 1 i think

Re: ClassLabel = "sticky"... Oh great...

Posted: Tue Dec 02, 2008 8:53 pm
by Maveritchell
You can give the ordnance a high lifespan, but then you wouldn't do any damage. You could also theoretically make an explosion .fx with the spear as a mesh, and just have its lifetime be infinite, but that would be goofy because then you'd have a bunch of spears all over the place and eventually you'd just overload the game with particle effects.

Re: ClassLabel = "sticky"... Oh great...

Posted: Tue Dec 02, 2008 9:11 pm
by Tourny
Uh-oh. Now I'm confused. Was Deviss right or wrong?

Re: ClassLabel = "sticky"... Oh great...

Posted: Tue Dec 02, 2008 11:05 pm
by Commander_Fett
I think Deviss was right on sticking, but Mav was right about how making the "arrows" last forever could overload the game.

Re: ClassLabel = "sticky"... Oh great...

Posted: Wed Dec 03, 2008 11:53 am
by Teancum
I think I know why you feel this'd be neat, but trust me when I say it wouldn't be worth the effort.

Re: ClassLabel = "sticky"... Oh great...

Posted: Wed Dec 03, 2008 3:23 pm
by Sky_216
Well forever would be a bit silly (for reasons above), but its not hard to do:

StickPerson = 1
StickAnimal = 1
StickDroid = 1
StickVehicle = 1
StickBuilding = 1
StickBuildingDead = 1
StickBuildingUnbuilt= 1
StickTerrain = 1

This will make it stick to everything except props.

These values will control various things:

LifeSpan = "0.4" //how long the arrows last. If you want them to stick in people, just put it up to like 8.
Velocity = "34.0" //arrow speed
Gravity = "1.37" //arrow gravity. Combine with speed to control the 'arc' in which the arrow is fired

TrailEffect = "com_sfx_contrail" //I personally didn't use this, but vyse did for hyrule field and it looks good + helps you aim.

Re: ClassLabel = "sticky"... Oh great...

Posted: Wed Dec 03, 2008 4:52 pm
by Frisbeetarian
Do mind that, overtaxing the game aside, all the arrows would be horizontal, since the engine only moves a point, not a line.

Re: ClassLabel = "sticky"... Oh great...

Posted: Wed Dec 03, 2008 6:52 pm
by Tourny
Thanks, Sky. But what firstbeetarian said I didn't understand fully. All arrows will be horizontal. Do you mean that even if I aim striaght up it will go forward?

Re: ClassLabel = "sticky"... Oh great...

Posted: Wed Dec 03, 2008 7:45 pm
by bokkenblader56
I think he means that when the arrows would stick, the stick angle would always be parallel to the ground.

Re: ClassLabel = "sticky"... Oh great...

Posted: Wed Dec 03, 2008 8:25 pm
by Frisbeetarian
I suppose I wasn't too clear. I meant horizontal to the barrel of the gun. If you shoot at a 45 degree angle, the shaft would stay at a 45 degree angle throughout it's flight and thus land that way, without the point into whatever it hit.

Re: ClassLabel = "sticky"... Oh great...

Posted: Wed Dec 03, 2008 10:16 pm
by Maveritchell
Frisbeetarian wrote:I suppose I wasn't too clear. I meant horizontal to the barrel of the gun. If you shoot at a 45 degree angle, the shaft would stay at a 45 degree angle throughout it's flight and thus land that way, without the point into whatever it hit.
That's not true, certain ordnances can be assigned gravity and will react by rotating the ordnance mesh as it follows the line. See Vyse's "Hyrule Field" as an example.

Re: ClassLabel = "sticky"... Oh great...

Posted: Wed Dec 03, 2008 10:23 pm
by Frisbeetarian
I stand corrected, that's good to know.

Re: ClassLabel = "sticky"... Oh great...

Posted: Thu Dec 04, 2008 12:48 am
by Sky_216
Just remembered: you need to use this line in your weapons ord odf. (I think)

AlignVertical = "0"

Setting it to 1 makes the arrows fly out sideways (ie not point first) which looks ridiculous.

Re: ClassLabel = "sticky"... Oh great...

Posted: Sat Dec 06, 2008 1:22 am
by Tourny
ROTFLMOB!!! :funny2: :funny2: That just saved alot of problems. Thanks, SKy.