potterr on 2/10/2005 at 09:03
I am trying to implement a few things on with my FM and struggling a bit, anyone know the solution to these:
1) Attaching a noose to an AI and making them stay in it (I have a rigid attachment link type already, its just everytime I start the game the AI falls to the floor where as the noose stays there, I have played about with gravity a bit but that makes no difference).
2) How to make a spotlight from a skybox shine across the level so that it casts shadows and rotates. Kind of like a lighthouse....ok it is a lighthouse.
Thats it so far
thanks
OrbWeaver on 2/10/2005 at 10:37
Quote Posted by potterr
2) How to make a spotlight from a skybox shine across the level so that it casts shadows and rotates. Kind of like a lighthouse....ok it is a lighthouse.
I rather doubt you can do this - the contents of skyboxes are merely rendered onto fakebackdrop surfaces; having light actually emit from the skybox would require a change in the rendering pathway.
You could probably model an actual lighthouse at one edge of your map and attach a rotating lightsource to it, but I wouldn't like to think what this will do to your framerate.
Rantako on 2/10/2005 at 10:47
Quote Posted by potterr
1) Attaching a noose to an AI and making them stay in it (I have a rigid attachment link type already, its just everytime I start the game the AI falls to the floor where as the noose stays there, I have played about with gravity a bit but that makes no difference).
Maybe try setting bNotMoveablePhysics and bNotMoveableRender to true on the AI. It works with regular actors, but I don't know what it would do to an AI.
Gonchong on 2/10/2005 at 10:53
Quote Posted by potterr
I am trying to implement a few things on with my FM and struggling a bit, anyone know the solution to these:
1) Attaching a noose to an AI and making them stay in it (I have a rigid attachment link type already, its just everytime I start the game the AI falls to the floor where as the noose stays there, I have played about with gravity a bit but that makes no difference).
You could try building a bit of solid bsp inside where the AI's body hangs and seeing if he gets stuck on it. The hidden corpse in S.Vintage kept getting stuck in the roof with just his hands hanging down. It looked most strange...
Ziemanskye on 2/10/2005 at 22:21
Is this lighthouse to cast shadows? It'd totally kill performance if it did, but without that it should be possible to fake it. I'd seriously recommend not doing unless it's a very important thing in the level though (which I'd guess not if it's in the skybox).
potterr on 2/10/2005 at 23:07
The light house isn't going to cast shadows, I wanted to use it as a kind of searchlight thing.
Also got the AI hanging now, I used the bNotMoveablePhysics thanks Rantako.
Ziemanskye on 2/10/2005 at 23:15
If you just want a searchlight then maybe high-jacking the wisps is the best way, that way there's just a tiny light (if you can be bothered) on the skybox/lighthouse, and another normal sized light where it's roaming around...
Does anyone know if we could hack the Interpolation points for this?
If you really want a full on beam (though it'll positively consume performance) you could try playing with a LightType>DirectionalNoShadow or SpotNoShadow, and I think there's a property for offseting the hard-point of the light, which if it plays nice means you could put the actual actor in the level, but the point of origin on the outside where the lighthouse might be in real terms. It probably wont play that nice though, and since the lights are all dynamic, I guess it's the regular kind of script to make it rotate.
I'll maybe play with it to see if you can rotate off an offset point, might make orbiting lights (like to make the point on the lighthouse tower) easier if the light is not where it's rotated around.:idea:
potterr on 3/10/2005 at 00:09
Ziemanskye, cheers for that, I'll have a go myself as well.
I'm quite chuffed with my hanging AI...
I got it to rotate (although a little too fast at the moment) and jig slightly as it does so (leaving it alive but removing all ambient animations and barks).
Its not as good as I want it but it will do for the moment.
Right on to teh next stage...although first a bit more work on GL.
doctormidnight on 3/10/2005 at 06:14
Quote Posted by potterr
The light house isn't going to cast shadows, I wanted to use it as a kind of searchlight thing.
Also got the AI hanging now, I used the bNotMoveablePhysics thanks Rantako.
I remember seeing something on the wiki (I can't access it at the moment) about a rotating wheel, is there any way you could attach a light or several lights to that?
potterr on 8/10/2005 at 21:39
A few more questions if anyone knows the answers to these.
How do head turn points work? I want an AI to walk a set path and at a certain point look in a direction but continue to look in that direction as it walks on?
Similarily I want a seated AI to turn their head and look in a direction for a few seconds.
Finally I have seen a raven skin in the textures, however I can't find a raven for it to go on, is there one?
Thanks
Also I have started a bit of a diary for my FM building under the diary link on my site (link in signature below) so if anyone wants to laugh histerically at my achievments they can.:thumb: