papercoffee wrote: ↑
Fri Nov 13, 2020 12:24 pm
Daewon wrote: ↑
Thu Nov 12, 2020 12:56 am
TrafficSpawner, the early stages..
Just one main question... HOW did you do this?
How many trigger were involved to create this?
We could make the Epic-Town map more lively that way.
TraffiSpawner actor spawns TrafficActor "vehicle"
Every vehicle have unique settings, actual speed, collision, mesh, texture, vehicle lifetime etc..
can be set up. Also there is ramdomly respawntiming setting, crush damage - if == 0 set automaticaly be speed, else set value.
next is TrafficSwitch - this actor have settings like bStop bool, new speed, new paths.
means if vehicle touch this- give him new variables like bStop(stop vehicle), new path (paths are ramdomly chossed be TrafficSwitch).
if path is direct= car push only new velocity, else there is TrafficInterpolationPoint to make bezier paths.
at now vehicle recognize players and other vehicles,TrafficSwitches,TrafficInterpolationPoints.
TrafficCollisionActor is for additional collisions.
crossroad is controled by dispatcher - trigger
this all needs some additional improvements, some things and make it faster on rendertime, hope to make it online capable
when i finish this. can be used for making cars, trains, flying things with various paths..
actual test map attached
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