how would u do all of this and is it possible?

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scott
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how would u do all of this and is it possible?

Post by scott »

now that physics work and that if you hit certan parts of a body it will move in different ways, thius must mean that the models are cut into sections and im sure i read that if you hit a person in the head its an instant kill, this must mean doing more damage to certan areas.

using this, if you had a gun, could you give the gun a feild for health and if the gun was shot it would take damage to the gun?

another example is armor, when the armor, and only the armor is hit so many times it would play a destructable animation.

and my last question is, is it possible to have two guns and be able to choose wich hand to put it in, and say the left side has a (-) to one of its atribute, for example, acuracy

if that is possible, is it also possible to have a double handed weapon such as a roket launcher so that they cant have 2 weapons when this is equiped.

all this is for a consept i want to impliment into a new kind of game, that to my knowlege only another amature has put into place and seems like a good game, but they have done it in java and isnt 3D so i want to take the consept to the next level.

im sorry if its confusing, if it is tell me wich part and i will try and clarify it.
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Post by GD1 »

It's POSSIBLE, but not without EXTENSIVE player scripting.

I'm not sure ragdoll physics allows for more damage to different areas, just more accurate movement. But you can set this up using scripts to do basically the same thing your talking about.
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scott
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Post by scott »

well basicly my idea is to be able to create tour own space ships and go and attack other space ship, you will have an area where you can dock, now this is the hard par becasue i do belive that there isnt anything for this at the moment but to have a 'shop' at where you can purchase items.

each type of part of the ship will be but into different classes such as engine, bridge, weapon, power ect. from this i would start with a bridge, that can be your 'player' as you get further in the game you can purchase and unlock other 'players'

things will be attached just like weapons are for a person, so if i was able to to let the player choose wich hand, i would be able to let them choose what section of the ship to attach to.

each part of the ship would have different health values and there own collision so to damage systems, weapons would work like normal projectile weapons would in the game with the HUD, change it so the mouse controls the weapons only and not the body, this may be hard not sure, have keys to manuver the ship instead


so for example you got your bridge, this could be a 'fighter class bridge' it has 3 attachment points (bones to attach to) then the attache weapon code would let the player attach say a 'hull' to one of these points

this means you have a brdge and a hull, next thing is to attach different shapes of 'hull' to each other to form the shape of the spaceship

each hull will have 6 attachment points, to attach something else to, so lets say attach a weapon attachment point to the hull, this will use code like the one used for 2 handed weapon, disalowing other types of weapons, or in this case objects, this would alow any size weapon to be mounted and no gaps or seems.

then you add other sections of the ship in the same way as weapons and hull ect

this all seems complicated and may not be possible but if i get the scripting done the rest shouldnt be too hard.

p.s. sorry for the long post just seeing if anyone else can see any sanity in my insane idea.
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federico
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Post by federico »

A note about physics:

-Ragdoll is done by RF script. So othe headshot is faked by RF script. Simply the script read if the pawn head is shooted THEN turn off rendering on actor, THEN the composed ragdol is teleported reading the pawn bones rotation/position, THEN a force is applied on the pawn shooted calculating the angle of the shoot using RF scripting commands (to determine the angle between the shooter and the shooted body).
So you can see that we have too many THEN in this process. Physics in RF will never (I think) be totally integrated inside the engine. It's like an upper layer that must be used with the standard RF scriptng capabilities to fake the physics actions and reactions.
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