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can collision objects work with animations?

Started by TheJamsh, November 30, 2008, 01:23:42 PM

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TheJamsh

bleh. must be possible somehow. what if the building-dropship owned all the ground thwe animation covers?

the ship itself wouldnt have a collision, but id sort of make a collision box that would hover where the dropship hovers, which you CAN hit, just means you cant really hit the animated ship itself.

surely an animation can make it fly in and shudder smoothly if done properly?

i guess i could swap it from a vehicle, dont really want to though, wont look very smooth...


BZII Expansion Pack Development Leader. Coming Soon.

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You can do a building with an animation that looks exactly as you say, but the collision would still be a problem.  If you need to shoot at the thing while it's moving you'd be SO much better with a vehicle.

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TheJamsh

well I dont want to shoot at it, seeing as its rescueing me =]

i would rather script some invisible gun turrets to shoot at imaginary objects on its way down. in fact if it did die it would make the mission too tough. i guess i could make the whole thing a building, with a small collision box that the building 'flies' into, so you can get into its hangar.

then i can swap the players object for one with a higher hover height, and just 'move' it along the same path that the dropship follows right? somehow...

maybe a diagram of what im after would be better. ill draw one up after band practice...


BZII Expansion Pack Development Leader. Coming Soon.

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No, you just grab the position of the Dropship vehicle, add a little to it, and move the Player's vehicle to THAT spot.  In DLL or scriptor terms you'd find the Dropship position matrix, add another matrix to it, and move the Player object to the result.  This would stick the Player object 'onto' the Dropship and it would look like the Dropship was carrying it away.

The DLL can move anything anywhere, teleport it, spin it, flip it, make it match another object, or pretty much do anything else to an object that you want.  Think of it this way, it's just telling the engine to do those things and the engine does them routinely as part of the game.  All you really want for a Dropship is the functionality of a tug, after all. 

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