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Movers

by CrOiNnGoROSktarr on 07/23/2007 06:26, 5 messages, last message: 07/24/2007 10:44, 925 views, last view: 04/23/2024 13:57

I had this idea for movers, but I think it wont work at all if the octree can't be dynamically moved.... or something... :D

You make a platform, floating, and select it, and do a command:

"/mover 1"

The 1 is the mover's ID.


Below the mover, you would make an entity,

"/newent mover 1 25"

1 is the ID, matching the block, and 25 is the speed.

After this, you would go to where you want the mover to stop and make an entitiy:

"/newent moverend 1"

1, again, is the ID.


Lighting:

When the lightmap is calculated for the map, anything that you used the /mover command on would be ignored, and would be lighted without a shadow, and a dynamic shadow could be used.

Physics: I have no clue about the physic's internal workings, maybe you would just slide right off, but IDK.


Just a thought...

PS: Glad demos are in CVS :D

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#1: ...

by demosthenes_ on 07/23/2007 06:52

That looks... strangely familiar, only with a smaller scope.

http://cubeengine.com/forum.php4?action=display_thread&thread_id=1&start=8525

I've started coding my platform mod. ;)

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#2: ..

by theW4, finally can post again on 07/23/2007 22:31

Well if you did that system there should also be waypoints so that the platform must move to those points before going to the end. Each way point should also be able to modify the "mover"

You also have to add a set of variables for rotation, loop and some other items.

As for the physics, you could just make the physics relitive to the ground you are standing on. This would remain constant until you tounch another surface.

Im not sure if this is in the CVS but the addition of inertia and friction would help not only with this, but with many other map concepts.


Finally, the platforms shoudl be linked to somthing like a button or when you stand on them, may be accomplished by a invisible button.

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#3: Complicated

by crisofngotskirkpatriodfjdfafstardufea on 07/24/2007 00:00

That seems to complex, why not just something simple and see what can be done with it?

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#4: Re: Complicated

by theW4, finally can post again on 07/24/2007 04:19, refers to #3

It shoudl be simple enough to work for first time users but also complex enough for developers and map makers.

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#5: Re: ...

by Quin on 07/24/2007 10:44, refers to #1

You might be interested to see how I did waypoints (both linking and saving/loading) using standard entities in a non-standard way:

http://sauermod.cvs.sourceforge.net/*checkout*/sauermod/mod/src/fpsgame/mod/fpsent.h

You're welcome to adapt whatever you like.

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