Last Month the Japanese try to retrive this mod a little bit more. They played in the at 2pm CET. At the moment the gametracker,com Server Monitorring is off. Hope soon they turn it on. The ranking seems to work.
Registered Member #727 Joined: [ 10:25 ] [ 12 Nov 2004 ] Posts: 998
The situation: I've got something that goes in a circle, and players should really not want to get hit by it. So I've made it a rotational bundle, and that works well... except for the edge cases. Specifically, if you're in a car and that car is moving, the system recognizes the collision and acts appropriately. However, if the car is completely stationary, the rotating object will pass through it.
Apparently the physics engine only checks for collisions if the car is moving or another car or thing hits it. When doing that, it uses the correct rotated mesh. But it completely ignores that new collisions might happen due to the rotational bundle moving even though the car is stationary.
Finally, when on foot, the object passes through me harmlessly, whether I'm walking or standing.
I'm guessing that the spinning object does not have any network info presently? If so, it would probably be better to have this object as a pco/spawner.. Without this, the spinning will not be synced on other peoples screens in a multiplay session, and in addition it will produce a more realistic (as bf gets..) collision accuracy / predictability.
Registered Member #727 Joined: [ 10:25 ] [ 12 Nov 2004 ]
Sounds good! Is there anything like that in the original game, the Interstate mod, or any currently present map, so I can get inspiration from the coding there?
well for a simple networked, 'static' object, the 'breakfence' (deathrace starting gate) object is a nice simple base.. (its in the vehicles/trigger folder)
Aside from an accurate, clean tutorial from Apache..! I personally would take a car.. and remove what I didn't need.. replacing a wheel with the object you want.. remove the player seat etc etc.. This would be a messy approach but of course will educate along the way..
Registered Member #2587 Joined: [ 17:13 ] [ 07 Oct 2013 ]
You could always give the "Item" class a try. It's an unused object class. I suppose it was originally meant for something related to the kits, but never got completed. I know this because it's one of the few other object classes that's allowed to be addTemplated to a kit directly. The only reason it doesn't work is because this object class is incomplete. Game will CTD about invalid index number or something. But the index command that handweapons have, isn't activated to work on Item objects, so setting their index to something the Kit will accept is impossible currently.
The odd rotation behavior by the Item class seems to indicate that perhaps Dice was planning to use these as ammo pickups or something to that effect. They rotate by default and it definitely looks to rotate in a manner similar to ammo pickups and such in older FPS games like Codename Eagle. But I guess Dice thought it would make the game too arcade like or something and canned it during development. Thus the remnant of this object class remains. Instead we get health/ammo depot objects that replaces what these Item objects probably would have been used for.
For a racing mod like this, the Item class definitely would have been more useful for this purpose as setting up health/ammo depots on a racing track for one time ammo pickups isn't really practical. Usually ammo/health depots give infinite ammo/health. Item objects may have been set up to disappear when a player picks one up. But they either removed that mechanism or never got around to implementing it so Item objects don't disappear when you touch them. Which for now is good since you want it to remain on the map since we're using it for a purpose other then what these were meant for.
Item objects rotate left/right.
They have a default rotation value. But you can alter it using another unused command:
Use negative values to make it rotate in the opposite direction.
I haven't tested these in a situation like this, but as I recall Item objects seem to behave better in multiplayer in terms of having the correct rotation speed and such. I don't know how the collision physics behave with it. Give it a go and see what happens.
Item objects won't rotate on any other axis. So for example if your mesh rotated front/back instead, you'll need to export the mesh sideways, then "rotate" the Item object sideways on your map so that it's rotating how you want. It's still rotating left/right, but because you re-oriented the mesh and the object's rotation in world space, it will rotate in the direction you want.
Registered Member #727 Joined: [ 10:25 ] [ 12 Nov 2004 ]
First, the player-controlled object: I have no idea whether I did it correctly, but my result was the same as before if I didn't set mobile physics, and if I did enable mobile physics, the object would simply not show up at all, which I find very confusing.
I gave the item class a try, and with it things rotate much faster (I had to set the speed to -1 to get it reasonable), but the collision issues still remain. Although I am wondering whether part of it may have to do with the collision mesh. When colliding with players, there is a weird hopping effect, as if some faces collided, but not all of them. Are there any special rules for collision meshes that don't apply to normal meshes?
I am perfectly happy leaving things as they are right now, but if any of you have really good ideas and are very bored, I can put the current version of the map in the private forum so you can try and play with it.
I looked at the code, and it seems to be doing exactly the same thing that I am, except it has proper collision with pedestrians. I'm going to look into that more. Thanks!
Güter auf die Bahn!
Shrooms
[ 03:05 ] [ 23 Oct 2013 ]
Guest
static objects that rotate with collision mesh gets buggy and has problems online too. The rotation speed is the problem. I'd turn it into a PCO.