Controllable movements of a w00tabulous ship

Tutorials and discussions about Mapping - Introduce your own ones!
Post Reply
User avatar
PrinceOfFunky
Godlike
Posts: 1200
Joined: Mon Aug 31, 2015 10:31 pm

Controllable movements of a w00tabulous ship

Post by PrinceOfFunky »

KLc6Wmn6E6A
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.
"Your stuff is known to be buggy and unfinished/not properly tested"
Red_Fist
Godlike
Posts: 2164
Joined: Sun Oct 05, 2008 3:31 am

Re: Controllable movements of a w00tabulous ship

Post by Red_Fist »

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)
Binary Space Partitioning
User avatar
EvilGrins
Godlike
Posts: 9688
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA
Contact:

Re: Controllable movements of a w00tabulous ship

Post by EvilGrins »

The particular map in that video has no bot-pathing.

I used to have it.
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758
User avatar
PrinceOfFunky
Godlike
Posts: 1200
Joined: Mon Aug 31, 2015 10:31 pm

Re: Controllable movements of a w00tabulous ship

Post by PrinceOfFunky »

[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.
"Your stuff is known to be buggy and unfinished/not properly tested"
User avatar
makemeunreal
Masterful
Posts: 547
Joined: Tue Mar 26, 2013 6:34 pm

Re: Controllable movements of a w00tabulous ship

Post by makemeunreal »

Could you please share this one as well? I'd really like to see it in my collection!
User avatar
PrinceOfFunky
Godlike
Posts: 1200
Joined: Mon Aug 31, 2015 10:31 pm

Re: Controllable movements of a w00tabulous ship

Post by PrinceOfFunky »

makemeunreal wrote:Could you please share this one as well? I'd really like to see it in my collection!
ShipTest.rar
(134.26 KiB) Downloaded 57 times
It requires AdvancedMutator of course lol.

EDIT: It contains the source too.
"Your stuff is known to be buggy and unfinished/not properly tested"
Post Reply