Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Vertigo 7 on December 03, 2008, 06:01:29 pm
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Is it possible to have a hangar door that can open and close on a model? I realize it would have to be scripted but in the case of a model I'm doing, the hanger is extruded and I would like to beable to script the door to open prior to a fighter launch or when ever i feel like opening it and then closing it back... it just wouldn't look right leaving it open all the time plus i want it to be a destroyable sub system
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IT would ,but it's kinda backward ATM.
They can't really SLIDE without some going trouhg a m,ore complicated process of having several moving parts for one door. See, objects can only rotate. So you can have a door that opens with swinging easily. Not so with sliding.
Basicely, it has to be a subobject. It's initial rotation (position) can be adjusted in the tables and to open/close it all you need is to call in a SEXP when the conditions are met (mission is over, fighter close to the door)
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what if the door is semi spherical shaped? i draw picture.. one min
(http://i421.photobucket.com/albums/pp294/dkinnane/hangardoors.jpg)
so basically the door slides open in a circular motion. I wouldn't care if you could see the door inside the hangar in its open position
yay for l337 photoshop skillz, right?!
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You means something like the hangar door on the back of the old Enterprise?
Yeah, that's basicely a rotation with the object axis/center being at the very center of the imaginary sphere. That should work.
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oh you suck, howd you know what i was workin on? =p
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Can you make an animated texture for hanger doors? And then use a SEXP to call for a texture-change? It would work for a temporary use, but not permanent.
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well i think this way trashman said would work best. I haven't modeled the hangar itself yet, which really its just going to be the doors so I think it would be simpler to do it this way... i donno yet, i may model an actual hangar, i'll just have to see how it turns out.
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Not trying to hijack...
But wouldn't the same principle work for say a spiral/camera shutter/iris type
door?
FringeSpace is looking at doing as such in the future, we're a ways off from building
the carriers we'd want to implement it on though.
Pic for illustration..
[attachment deleted by admin]
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I wouldn't see why not. the only thing is each triangle would have to be treated as a sub object in order for the rotation to work. I think FS would also treat each as targetable so that could present a problem depending on how you implement it (i may be wrong about that since multi part turrets are targeted as 1 object)
*edit
The thing about FS is each moving object has to be a sub object, like turrets for example... 2 part turrets have a base and an arm(s) the base spins the turret on 1 axis while the arms pivot on another axis perpendicular to the base to point and shootz.
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It's easy enough to define a subobject as untargetable...
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true enough but i'm thinking about my hangar sub object. the doors are gonna be a sub object of the hangar sub object (and thus blow uppable!) the whole area would have its target box around it... if i was doing the door just out there i donno... maybe i should lay off the crack a bit
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Just don't use too many parts and an iris should work fine. (I'm not certain if animated subobjects count towards the rotating subobject limit)
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i bet an iris door would be fairly easy to do. since you only have to pivot the triangular sections up around one of the interior corners, and all by the same amount. this type of door also works if you need to shoot through them. i tried an overelaborie hactch system on one ship and while it works it doesnt look right. you dont really need to script the doors, the in table version of the animation code will work fine. then use subsystem flags to hide the door sections or make them indestructible if desired.
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It's easy enough to define a subobject as untargetable...
The issue is that for a subobject to rotate properly, it has to be targetable and destructible.
I've tried it with the rotating solar panels/gravity blocks on some ships. If its indestructible, it doesn't rotate.
That might not be the case with triggered rotation, but for passive, continuous rotation this is the case.
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Odd ... untargetableness seems to work fine for Steve-O's fighter pack. They're all destroyable though.
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It's easy enough to define a subobject as untargetable...
The issue is that for a subobject to rotate properly, it has to be targetable and destructible.
I've tried it with the rotating solar panels/gravity blocks on some ships. If its indestructible, it doesn't rotate.
those bugs have been beaten out long ago. check your submodel origin.
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One possibility for a hanger door would be one that appears to be vertically sliding, but actually rotates around a point far to the rear. Unfortunately, IIRC it would have to be untargetable, since the target box would stretch back to include the rotation point. It would also have to be indestructible, as the explosion of it being destroyed would also extend back to the rotation point.
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too bad we cant use garage doors
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Just think... we can fire lasers and blow up planets, but we can't figure out how to make a door.
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haha yeah i think we missed a step in the evolutionary cycle
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too bad we cant use garage doors
actually you can with some pretty ****ed up hierarchy :D
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morbid curiosity makes me want to see such a hierarchy.