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Traveling [message #273156] Sat, 14 July 2007 09:39 Go to next message
jnz is currently offline  jnz
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It is possible to make an object travel somewhere instead of teleporting it? I also need to change the mass of a vehicle, server side, I can't find anything to set it, only get it.

All C++, btw, no level edit.

[Updated on: Sat, 14 July 2007 09:40]

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Re: Traveling [message #273164 is a reply to message #273156] Sat, 14 July 2007 10:30 Go to previous messageGo to next message
jnz is currently offline  jnz
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I also need to stop an object from falling. I assume to do this I need to edit the mass. Although, I'm not sure.
Re: Traveling [message #273165 is a reply to message #273156] Sat, 14 July 2007 10:32 Go to previous messageGo to next message
futura83
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Viva la Resistance!
Although i don't know C++, maybe you could get it to teleport along the path you want it to go, instead of from point A to point B...but would that use too many resources?

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Re: Traveling [message #273166 is a reply to message #273156] Sat, 14 July 2007 10:37 Go to previous messageGo to next message
jnz is currently offline  jnz
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It would create lots and lots of lag on the server, it would decrease the SFPS rapidly possibly crashing the server. Depending on how smooth you make it, and it would still look bad.
Re: Traveling [message #273167 is a reply to message #273156] Sat, 14 July 2007 10:38 Go to previous messageGo to next message
jnz is currently offline  jnz
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The only idea i had for this, was to spawn somehting that can walk EG: a havoc. Then set it's model to the model of what i want then use the goto function.
Re: Traveling [message #273169 is a reply to message #273156] Sat, 14 July 2007 10:45 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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As far as I know you cannot alter the physics of a vehicle in any way shape or form through scripts.

One trick to stop a vehicle falling is to spawn an object such as an invisible box inside of it, however not only will it not fall, it wont be able to move full stop with this.



As for making a non-vehicle/infantry object move somewhere rather than teleport I think your idea of spawning an infantry unit and using the Action_Goto function is the best your going to get. Word of warning: In my experience the Action_Complete event never gets called when the AI reaches it's destination, so you would either need a timer to check if its arrived, or some kind of zone that sends it a custom once it enters.


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Re: Traveling [message #273170 is a reply to message #273156] Sat, 14 July 2007 11:15 Go to previous messageGo to next message
jnz is currently offline  jnz
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Thats a shame, really. Sad
I need to attach an object to the bone of another object, but on an offset. The only idea i had for this was to do it like:
Main Object
   ||
   \/
Some object
   ||
   \/
Some object
   ||
   \/
Some object
   ||
   \/
 My object

Then set the models of "Some object" to "(null)". I don't know weather this will even work. Maybe there is a better way?
Re: Traveling [message #273266 is a reply to message #273156] Sat, 14 July 2007 20:48 Go to previous messageGo to next message
Tankkiller is currently offline  Tankkiller
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EDIT : NEVER MIND.

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BYE, BYE FLAME TANK!!!

[Updated on: Sat, 14 July 2007 20:49]

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Re: Traveling [message #273271 is a reply to message #273156] Sat, 14 July 2007 21:08 Go to previous messageGo to next message
Oblivion165 is currently offline  Oblivion165
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I always wanted to make a time travel script. One that records everything that has health to 10 slots.

Every minute it takes a snapshot of all the health/buildings/XYZ and put it in a slot of 10.

Slot1: 1:00 minutes in
Slot2: 2:00 minutes in
...
Slot10: 10:00 minutes in

Then when it goes past 10 minutes in it goes back to slot 1:
Slot1: 11:00 minutes in

Then when a time beacon is triggered it will got back 5 minutes or something and everything will be warped back to that slot's state.



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Re: Traveling [message #273272 is a reply to message #273156] Sat, 14 July 2007 21:16 Go to previous messageGo to next message
havoc9826 is currently offline  havoc9826
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Well, it must be possible, unless what I've seen was something my client misinterpreted. Dragonade was capable of doing it back in October of 2004. See if you can get Whitedragon to search through the ancient parts of DA to find whatever function did it. Here's the video (needs DivX): video

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Re: Traveling [message #273343 is a reply to message #273271] Sun, 15 July 2007 06:47 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Oblivion165 wrote on Sat, 14 July 2007 22:08

I always wanted to make a time travel script. One that records everything that has health to 10 slots.

Every minute it takes a snapshot of all the health/buildings/XYZ and put it in a slot of 10.

Slot1: 1:00 minutes in
Slot2: 2:00 minutes in
...
Slot10: 10:00 minutes in

Then when it goes past 10 minutes in it goes back to slot 1:
Slot1: 11:00 minutes in

Then when a time beacon is triggered it will got back 5 minutes or something and everything will be warped back to that slot's state.



That would be awesome, and completely possible. As for teleporting a object down a path, as it will move through walls and fall off the level.


Re: Traveling [message #273347 is a reply to message #273343] Sun, 15 July 2007 07:40 Go to previous messageGo to next message
dead6re is currently offline  dead6re
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Jerad Gray wrote on Sun, 15 July 2007 09:47

Oblivion165 wrote on Sat, 14 July 2007 22:08

I always wanted to make a time travel script. One that records everything that has health to 10 slots.

Every minute it takes a snapshot of all the health/buildings/XYZ and put it in a slot of 10.

Slot1: 1:00 minutes in
Slot2: 2:00 minutes in
...
Slot10: 10:00 minutes in

Then when it goes past 10 minutes in it goes back to slot 1:
Slot1: 11:00 minutes in

Then when a time beacon is triggered it will got back 5 minutes or something and everything will be warped back to that slot's state.



That would be awesome, and completely possible. As for teleporting a object down a path, as it will move through walls and fall off the level.


What you could do for this is make a vector and a custom structure that records all of this information. The problem would occur with buildings that have been destroyed as you cannot set them back "100%".

As for the orginal problem in this thread, surely you can run a timer for an inaimate object to move it using the scripts. I know this would be intensive, but this would be how orginally it will have been done for aimiate objects.


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Re: Traveling [message #273371 is a reply to message #273156] Sun, 15 July 2007 09:59 Go to previous messageGo to next message
jnz is currently offline  jnz
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I don't want to use anything CPU intensive Sad
For the time travel, I would think that would be quite easy tbh.
Re: Traveling [message #273393 is a reply to message #273156] Sun, 15 July 2007 12:14 Go to previous messageGo to next message
Tankkiller is currently offline  Tankkiller
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yep. I would just look like lag. Big Grin But hey it could bounce Sever-Is-laggy-it-sucks-n00bs

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Re: Traveling [message #273411 is a reply to message #273156] Sun, 15 July 2007 13:10 Go to previous messageGo to next message
dead6re is currently offline  dead6re
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Lagging resources? The problem with lag is often to do with incorrect settings on the server. The NUR for example is resposible for how often the game sends intructions to the client per second.

Try building a loop, and don't worry about resources. Take AI, It calculates and returns results depening on the NUR.

There is some relation between the SFPS and the NUR, but StealthEye should know more.


Let all your wishes be granted except one, so you will still have something to strieve for.
Re: Traveling [message #273422 is a reply to message #273156] Sun, 15 July 2007 13:32 Go to previous message
jnz is currently offline  jnz
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Well SFPS is just how many times the server updates itself in a loop. EG:

while(1)
{
    Sleep(1000);
}


that would be going at 1 SFPS. So the NUR is never going to be higher than the SFPS. The other reason i don't want a loop is because it look awful and doesn't detect collisions.

[Updated on: Sun, 15 July 2007 13:32]

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