Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: ShadowWolf_IH on September 24, 2004, 09:02:47 am

Title: The gravity of the situation
Post by: ShadowWolf_IH on September 24, 2004, 09:02:47 am
ok, i think i know how to do ground pounders.  We run a sexp that states that when y>0, set position to current position -1.  That only leaves us with collision damage and collision warnings.  I think that the scp guys can probably give us the option of shutting this off in fred.  With this in place we can have mobile ground targets that stay on the ground.
Title: The gravity of the situation
Post by: Flipside on September 24, 2004, 03:26:24 pm
Yep, Black Wolf suggested this a while ago, it was a good idea, but things accelerate as they drop without upward thrust, so it's only kind of a psuedo-gravity. It's a start, but not quite there yet ;)
Title: The gravity of the situation
Post by: Lightspeed on September 24, 2004, 04:28:31 pm
Could be done with a tricky set of variables, maybe.
Title: The gravity of the situation
Post by: ShadowWolf_IH on September 24, 2004, 05:00:55 pm
Yeah, my question though, is if we (the fredders) can have the ability to turn off collision damage and collision warnings.
Title: The gravity of the situation
Post by: Flipside on September 24, 2004, 05:07:30 pm
Well, if the sexp's allowed access to some more complex mathmatical tools, I suppose it would be possible to define your own 'environments', but it wouldn't be fun ;)

The problem comes because you don't need to change how 'far' the ship moves per second, which causes the ship to 'jump' from point to point, but more how frequently you subtract 1 from y.

Hmmmm... SW, Just put the ground at just below 0 and make them hover-tanks?
Title: The gravity of the situation
Post by: Lightspeed on September 24, 2004, 06:01:53 pm
We'd need a system that applied a general accelleration to ALL objects to a certain direction (say, a waypoint).
Title: The gravity of the situation
Post by: Black Wolf on September 25, 2004, 01:37:17 am
Check it again - he's talking about ground vehicles. These don't work because ships bank when they turn. We might be implementing them in TI when we test a possible Fix VA came up with though.

The gravity tha you guys are talking about works well enough until you hit something, or until you don't hit something more accuraely. It's impossible to collide with the ground using my system, so it had to be dropped.