home home

downloads files

forum forum

docs docs

wiki wiki

faq faq

Cube & Cube 2 FORUM


Solid Entities

by Monte on 10/24/2002 00:18, 6 messages, last message: 10/25/2002 18:03, 905 views, last view: 04/27/2024 10:28

Is it possible lo make platforms, or blocks suspended in mid air my creating an entity that is scripted like in Quake?

I want to make bridges that you can pass benath, and blocks that are suspended in air.

   Board Index   

#1: no

by pushplay on 10/24/2002 00:20

I'll say it again, no.

reply to this message

#2: ..

by Monte on 10/25/2002 00:44

do you know what a solid entity is? it's like your monsters or ammo boxes, only instaed of being absorbed by the player as an item you collide with it. you made this project open scource, all I'm asking is whether or not this can be done easily. if so the entity would easily be placed in the air with a user defined ammount of cube units from the ground.

Take in careful consideration, that I'm not here to ask you to do this for some sappy fan, I'm here to ask you if the code can easily be altered to allow this to happen.

-best regards
-Monte

reply to this message

#3: Re: ..

by piglet_college2 on 10/25/2002 09:49, refers to #2

If you can do the collision detection etc. then its possible. Cube tends to be DIY rather than get someone else to do it for you.

reply to this message

#4: Re: ..

by Aardappel on 10/25/2002 10:42, refers to #3

it is certainly possible, I thought about doing it myself: add a common "bridge" entity (mapmodel) and allow it to be placed in the world. I didn't do it because I felt it would be too hackish,
but if you want to, here's what you have to do:

* the size of the mapmodel to collide with is hard coded since there is only one (that ugly tree :), so you need to atleast hardcode it for your bridge as well, or make it user definable

* collision with mapmodels currently is on the xy plane only, i.e. you can't stand on top of them. you need to add some simple if-checks to mmcolide() to fix this

* you need to add a way to specify the height of the bridge, this is best done as argument to newent. then you need to make use of this height in mmcollide() and the rendering of it.

* you may need to hack the physics such that it thinks player1->onfloor is true when you touch the top of the bridge, otherwise you will have air-friction when standing on the bridge.

reply to this message

#5: Re: ..

by Shockie on 10/25/2002 17:33, refers to #2

please post the code in developers corner =)

if u make it work that is

reply to this message

#6: bridges

by spentron@PP on 10/25/2002 18:03

"you need to add a way to specify the height of the bridge" well actually you can put a tree mapmodel on top of a 1 cube column so basically you should be able to support a bridge the same way such as by its ends, even just one end. Everything else, yeah, you'd need to do.

Note, you simulate a bridge function using jumps. The player can span about 24 cubes with a similar drop amount.

reply to this message

   Board Index   


Unvalidated accounts can only reply to the 'Permanent Threads' section!


content by Aardappel & eihrul © 2001-2024
website by SleepwalkR © 2001-2024
53870347 visitors requested 71645549 pages
page created in 0.014 seconds using 10 queries
hosted by Boost Digital