Scripts / Transport!

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smallg
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Posted: 26th May 2014 20:18 Edited at: 28th May 2014 18:01
ok so you MUST know the vehicle (e) number and you MUST place the 12 characters around it straight after you place the vehicle



note i placed them from top left in a clockwise fashion

(the back 3 will be placed at the front as well however - see pic)



picture for layout



















edit, this is my example path (i have now hit an error with my testing - collision isnt working as it did before - it keeps kicking me out of the space rather than keeping me inside it)





and this requires some functions from inside globals

































let me know if you get it working or can help expand it... i think this could be useful until real transport gets included (looks like it'll be a couple months yet)

life's one big game

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TattieBoJangle
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Posted: 26th May 2014 20:37
Nice one smallg looks promising





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almightyhood
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Posted: 26th May 2014 21:21
cool smallg nicem8 .

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Auger
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Posted: 27th May 2014 03:28
Did you ever get RotateToPlayer() or LookAtPlayer() to work Smallg? Both do nothing from what I've tried



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J0linar
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Posted: 27th May 2014 16:18
Really nice, with this a onrail shooter or a automated cutscene could be made pretty easy.



Will watch this closely

http://j0linar.blogspot.co.at/



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smallg
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Posted: 27th May 2014 19:43
Quote: "Did you ever get RotateToPlayer() or LookAtPlayer() to work Smallg? Both do nothing from what I've tried"




nope, they have no effect for me either

i just used the RotateY(e,v); for this .... i do really need the RotateToPlayer(e)/LookAtPlayer(e) code working though for my new game - it clearly works in the AI code as they use LookAtPlayer(e) for their rotations but i guess i'm missing something so i plan to try understand the AI code more



Quote: "Really nice, with this a onrail shooter or a automated cutscene could be made pretty easy.

"




yes it should be pretty useful for something like that... i can't currently come up with a way to allow the player to determine the route so it needs to be scripted.



i may look into stealing the waypoint check from the AI and just use that as a possible "track" but haven't tested that yet

life's one big game

windows vista ultimate

i5 @3.3ghz, 4gb ram, geforce gtx460, directx 11
smallg
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Posted: 28th May 2014 15:42 Edited at: 28th May 2014 16:40
edit nvm, typing error



also i just realised it wont be possible to shoot out of the transport - you would be shooting the barriers that keep you inside the vehicle... i guess it may be possible if you used smaller barriers but then i'm not sure you would be able to keep the player from jumping out...

life's one big game

windows vista ultimate

i5 @3.3ghz, 4gb ram, geforce gtx460, directx 11
Yurif74
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Posted: 28th May 2014 16:37
could you use a barrier like fences? player can't go through but bullets can!



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smallg
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Posted: 28th May 2014 16:42
no, dont think fences work... i havent done much testing but from my tests only characters work - no idea why.... maybe someone with some modelling knowledge can answer that but for some reason they just "collide" differently to anything else.

life's one big game

windows vista ultimate

i5 @3.3ghz, 4gb ram, geforce gtx460, directx 11

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