Beleg Cúthalion on 12/9/2008 at 20:14
What I noticed with a "delete links" action was that the shoulder pads remained floating in mid-air. The physics part of the action I used afterwards caused them to fall down then. If nothing's wrong with the helmet itself it should work, too. The helmet should not have less contact with the body than the shoulder pads, so even if there was a need for the armour parts to be touched after being de-linked (like a crate placed in mid-air that falls down when you touch it), it should still work. :erg: But that doesn't help you I guess. Did it work with the other parts and did you use the exact action I made a picture of?
ShadowSneaker on 12/9/2008 at 20:44
Everything else fell as it should. It was only that one helmet that didn't.
I did the 'DropArmour' script exactly as the picture but only on one Wraith that does not wear that helmet and it worked fine. That script doesn't cause the body to vanish so I added those other two actions so it would disappear upon hitting the ground.
SS
Beleg Cúthalion on 12/9/2008 at 21:06
You might try two actions for the helmet (maybe with a special link name); that is 1. delete the link, 2. delete plus give physics to the object ...or similar, I'm not sure now. In the worst case you could simply destroy the helmet I guess...or delete the link after two seconds, so it will be on the floor and the player can walk through it, but that'd be not too bad.
ShadowSneaker on 13/9/2008 at 00:02
Have you tried the script on a Wraith with that helmet? It's the first helmet in the list.
SS
Beleg Cúthalion on 13/9/2008 at 19:33
I haven't built any wraith yet simply because I waited for a tutorial. :p ...which you haven't written yet, have you?
I just tried it with a helmet Hammerite though, simply one from the actor browser, and it worked (i.e. giving all armour rigid links a "armour" link name and adding the script). I'll try it with a museum guard now because they have these conical nasal helmets.
Edit: Worked without a glitch as well. What didn't work though was to make his eyeballs and teeth pop out, they just kept floating like a creepy smiling face.
ShadowSneaker on 13/9/2008 at 20:38
Quote Posted by Beleg Cúthalion
I haven't built any wraith yet simply because I waited for a tutorial. :p ...which you haven't written yet, have you?
:eek: :p Haha, I'll do one soon. I was just waiting until I'd perfected the
dying/dropping armour script.
Quote Posted by Beleg Cúthalion
Edit: Worked without a glitch as well. What didn't work though was to make his eyeballs and teeth pop out, they just kept floating like a creepy smiling face.
Creepy face sounds kind of cool. You mean they wouldn't fall out even though they were added to the 'armour' link?
I've been building environments in T3Ed today so haven't had a look at the Wraiths or tried to fix the script problem. Might have a go later.
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Beleg Cúthalion on 6/10/2008 at 13:28
Have you already solved the helmet issue?
ShadowSneaker on 6/10/2008 at 15:06
No, sorry I haven't touched the Wraiths in a while since I've been building my FM. I might destroy the helmet and let the rest of the armour drop, if that can be done.
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Beleg Cúthalion on 20/11/2008 at 09:10
One note since I recently dressed a couple of pirates and City guards: You're right, the first *Helmet doesn't have any physics. However, the Barbuta and the nasal helmet should work. After all that's two different helmets for these guys.
By the way, I also tried to add some of the decorative helmets and compensate their different pivots (or whatever) by rotation and normal offset values, but it didn't do anything. Is there simply no way to change it or have I just used the wrong values? Those pot helmets (although, as the nasals, not really late-medieval) would look quite creepy, too.
ShadowSneaker on 20/11/2008 at 15:27
I haven't tried altering the values for the Junk Helmet, which ones did you use? I used a gorget on an AI and had to change the Pitch and Yaw for it. Maybe the X,Y,Z values aswell. It would be good to get them working if possible.
I might not use that one helmet that won't drop; I experimented with different textures on the attachments and have come up with many variations so one less helmet won't make much difference.
SS