My water units sit pretty low already via the odf set altitude setting, but they still float above terrain and water; would a negative altitude lower them more? Is there any other settings/techniques to get them to at least sit flush with the surface they rest on? Also, how would I get them not to pitch forward when moving to make them more flat and naturally moving across whatever surface they traverse over? Remember these are watercraft which generally move much slower then conventional hovercraft. Oh, can I some how get them actually to sit partially submerged under water like real sea ships? Tanks, BNG.
(https://peq8dw.blu.livefilestore.com/y1poizxyN9mi-FAlBQ91IbbfGnEi5X5vG4Nh-zJhHDtKiB73WShjMmKSB5Z1Oy460XmiQX656ag5WHKD3UePZvHSAitq07UQnWi/waterships.GIF)
The ivtank odf has a lot of comments about the hovercraft parameters, but basically the 'pitch' series controls the rocking when moving, stopping, and turning.
[HoverCraftClass]
velocForward = 28.5 //
velocReverse = 20.0 //
velocStrafe = 16.0 //
accelThrust = 24.0 //acceleration
accelDragStop = 6.0 //how fast it stops once hands are off controls
accelJump = 15.0 //
setAltitude = 1.0 // how high off the ground
alphaTrack = 21.0 //springs speed it rights itself
alphaDamp = 8.0 //shocks
pitchPitch = 0.25 //nose up
pitchThrust = 0.1 //nose down
rollStrafe = 0.08 //rolls while strafing
omegaSpin = 6.0 //spinning in place speed
omegaTurn = 2.3 //turning while moving speed
alphaSteer = 7.0 //how fast it responds to steering
rollSteer = 0.08 //rolls while steering
also the "rollSteer" is used.
off topic: (Avatar forgot to sign his post... :-o)
Screw messing with the ODF, just drop the model to some sort of -Z to your liking. It will start partially underground by default.
Applying height directly to the model is THE most MORONIC and INEFFICIENT and BUGGY and... you see where I'm going.
You are given an ObjectDefinitionFile for a reason, i suggest you use it. "When life gives you lemons, make grapejuice, then laugh while people try to figure out how you did that." <- that is basically the beauty of .odfs :)
Quote from: Warfreak on August 16, 2009, 05:03:58 PM
Applying height directly to the model is THE most MORONIC and INEFFICIENT and BUGGY and... you see where I'm going.
You are given an ObjectDefinitionFile for a reason, i suggest you use it. "When life gives you lemons, make grapejuice, then laugh while people try to figure out how you did that." <- that is basically the beauty of .odfs :)
With that post you definitely answered the OP's question.
Not.
Quote from: bb1 on August 16, 2009, 06:55:41 PM
With that post you definitely answered the OP's question.
Not.
With that post you definitely answered the OP's question.
Not.
And actually it did offer some guidance, it told him that you should modify the ODF instead of following other advice, (incidently I agree, modifying the ODF is probably going to be a lot easier.)
So what parameter should I modify in the odf? Also, will lowering the model z height lower the height in game? I have noticed some examples in the past of things like buildings appearing embedded in the terrain itself. Can it be done by design? Can it be done using a dummy frame added to the model? Modifying the odf I've done. Lowering the pitch setting too. Are there any other tricks that I might try to get the model to sit deeper in the water like weight settings; wasn't that a 1.3 thing or am I mistaken on this one? Tanks, BNG.
QuoteCan it be done by design? Can it be done using a dummy frame added to the model?
Not to a hover unit, it will hover above the terrain, no matter where you put the dummy frame, other types like walkers and tracked can be sunk if you build them that way, Odf is your best bet. Although I must say I have my doubts about the sea going concept, can't see it ever working out very well, and it will probably have to be dll controlled and map specific like tv's subs were. Maybe you should make them look like very big hovercraft (real ones) Or maybe apc class might do it.
There are options for sea vessels... depends on how far you want to go.
Have them ignore the water (TA5) and hover a set distance above the ground. Or, make them treaded units (PB4) with invisible treads. Make the land under your water flat and the right height to get the body at the level you want them to 'float' at. Either way make sure they don't have enough thrust to climb out of the 'water' area.
Like Twosheds says, one unit that can hover and ignore the ground level is the APC... you can try making them APCs with very specific heights. The drawback is they may deploy troops... :) You may also have trouble 'locking' them to the water area, and probably require DLL help to do so.
Like RD says... "what box?".
-Av-
It just occurred to me this morning that you might want to try an aircraft class, suitably modified it can be 1. overwater flying 0r not. 2. fixed to operate at certain heights. 3. will smack into the ground and get stuck :) !. 4. uses weapon mask (more than 1 gun type with AI). 5. deploys and undeploy's.
It would probably still have to be map dependant though, with the water at a specified level.
They seem to start out fine until they encounter elevated stuff like rock props where they go up to a different altitude. would lowering the accelThrust to a -value help them keeping from climbing in height? I was maybe thinking of modifying the models to look more like a conventional hovercraft you know the kind with the rubber skirts only flatter for the carrier types and various other configurations for other types? May I ask what the minimum height can be set to make them as low as BZ can handle? Would a value of 0 make them sit flush with the water/terrain? This way they could be built on land and still operate in water as well? As I recall the exception is toxic water where any unit basically takes damage regards of whether it can float or not. Is this correct? Tanks, BNG.
(https://peq8dw.blu.livefilestore.com/y1pt6AV5x-gkAqRBKAvSR3PQH6VLfDwdgIG-7UX5QFllq1FeH4ZC5ffwvYHT7IFohq_BD9LIq5mU_65xKgqi-Nq3_v9h3c8R6KR/subsubcar.jpg)
QuoteThey seem to start out fine until they encounter elevated stuff like rock props where they go up to a different altitude.
[CraftClass]
PathingType = 0 // -1 = auto, 0 = Hover, 1 = Walker, 2 = Person, 3 = Tracked, 4 = Flyer
Will this setting cause it to go round rocks rather than over them?
A hover unit set to 0 height will collide with the ground all the time.
Does it go specifically in a certain place in the odf? Sounds like just what I'm looking for MTS. Tanks, BNG.
Yes, that,s why I left the header [CraftClass] above it.
its also a 1.3 only thing
Not a prob, I'm already making the transition to 1.3. I still do a lot of stuff under 1.2 like basic model testing and working on MPI maps. Tanks, MTS.