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I like games with controllable big ships lol.
Of course, since even movers can be attached to other movers, cannons could be attached to it.
Controllable movements of a w00tabulous ship
- PrinceOfFunky
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Controllable movements of a w00tabulous ship
"Your stuff is known to be buggy and unfinished/not properly tested"
Re: Controllable movements of a w00tabulous ship
You might have better results if you incorporate "trigger pound" you would need some kind of way to damage attack the mover for the steering as if it's steering.
That way it won't snap around like that. also a tricky way to setup keyframes. I can never think how, but think of like key 1 as the start and key 0 as the end, like reversing the logic and maybe add a 3rd or 4th key.
Or maybe I am thinking a tiny move from 0 the then next frame, then the other ones key 3,4,5,6 larger moves. So the snap back to key 0 will just be like the same spot away from key 1.
It would work with trigger pound (or maybe control) because you won't notice the small move, unlike a trigger that gives separate events (trigger open timed) that requires another pulse each key (for a door)
That way it won't snap around like that. also a tricky way to setup keyframes. I can never think how, but think of like key 1 as the start and key 0 as the end, like reversing the logic and maybe add a 3rd or 4th key.
Or maybe I am thinking a tiny move from 0 the then next frame, then the other ones key 3,4,5,6 larger moves. So the snap back to key 0 will just be like the same spot away from key 1.
It would work with trigger pound (or maybe control) because you won't notice the small move, unlike a trigger that gives separate events (trigger open timed) that requires another pulse each key (for a door)
Binary Space Partitioning
- EvilGrins
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Re: Controllable movements of a w00tabulous ship
The particular map in that video has no bot-pathing.
I used to have it.
I used to have it.
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
- PrinceOfFunky
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Re: Controllable movements of a w00tabulous ship
[quote="Red_Fist"][/quote]
it has no any key set and it has no initial state. It is a pure moving brush lol, the spaceship actually moves forward but I put it to move at 30uu per tick.
To don't make it spin that fast I should get the normalized rotation vector to get the current direction, predict the next direction and then calculate the angle between the current direction and the predicted one, and set a limit.
it has no any key set and it has no initial state. It is a pure moving brush lol, the spaceship actually moves forward but I put it to move at 30uu per tick.
To don't make it spin that fast I should get the normalized rotation vector to get the current direction, predict the next direction and then calculate the angle between the current direction and the predicted one, and set a limit.
"Your stuff is known to be buggy and unfinished/not properly tested"
- makemeunreal
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Re: Controllable movements of a w00tabulous ship
Could you please share this one as well? I'd really like to see it in my collection!
- PrinceOfFunky
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Re: Controllable movements of a w00tabulous ship
It requires AdvancedMutator of course lol.makemeunreal wrote:Could you please share this one as well? I'd really like to see it in my collection!
EDIT: It contains the source too.
"Your stuff is known to be buggy and unfinished/not properly tested"