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Gates? [message #-991934] |
Wed, 13 November 2002 11:52 |
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I don't see why not, I personally have no idea how to make them though...
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Gates? [message #-991933] |
Wed, 13 November 2002 12:02 |
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I either want 1 of two things....
1) You have to press a button to open it, and it closes automaticly.
2) You drive your vehicle into a area in front of it and it opens.
and of course when its destroyed it is in the open position.
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Gates? [message #-991932] |
Wed, 13 November 2002 12:05 |
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Well, you can have it open by shooting it, or have it open automatically like when you walk through a door, I am not sure if the scriptzone would react to a tank though... Having it open when destroyed is easy, just make a big hole in it for the destroyed state.
Oh yeah, just remembered that if you have it open by shooting it, it does not close, not to mention that is just a destroyed state thing... So scratch that... [ November 13, 2002, 19:06: Message edited by: ApacheRSG ]
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Gates? [message #-991931] |
Wed, 13 November 2002 12:23 |
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Yes you can, in the map village beta (or whatever) they had gates infront of each base that worked perfectly like they did in single player.
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Gates? [message #-991930] |
Wed, 13 November 2002 12:30 |
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Animate the gate, and export only the frames used in the animation as a heirarchical animated model. Now, import it as a tile object in Level Edit, and set it up as a doorphys and be sure to check the OpensForVehicle box.
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Gates? [message #-991927] |
Wed, 13 November 2002 23:44 |
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Yes - it is possible --- it's in the SP portion?
Anyway --- when you make the animation - be sure that the first frame is of the gate in the closed position - and the last frame is in the open position --
(if you want to know how to animate - goto the link in my signature - it will show you what to do)
For destruction effects -- follow this advice from Greg:
quote: First, Collision mode PUSH only really works with meshes that *ONLY TRANSLATE*. This might seem like a big limitation at first but consider this: Make all of those complex moving meshes in your bridge non-physically-collideable, then put a hidded box mesh in there that is physically collideable. Make your hidden mesh translate downward when the bridge destroyed. There is a lot one could do with clever combinations of visible meshes that animate in cool ways but are not physically collideable with *few* hidden meshes that *only translate*.
As for the effect on the engine, if you don't overload the rendering by making hundreds of little separate meshes (this is just a standard rule for anything you build though) and you dont have too many meshes that are collideable *and* animating, then it should work great
he talks about the bridge animation - but it is applicable to any animation that you blow up
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Gates? [message #-991926] |
Thu, 14 November 2002 02:26 |
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this is a usefull discusion i learned how to make door as well thank you
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Gates? [message #-991923] |
Thu, 14 November 2002 08:15 |
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me too....good topic DeafWasp
and thanks for the valueable input guys......this is definately a quality post
Eric.
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