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Prophesy
12th June 2003, 16:28
A question concerning vehicles.

Apart from the vehicles in ET - the tanks, the trucks, the railvehicles - will I be able to setup other vechicles and make them move along a predetermined path? And make them part of the mission? So that you can damage them and repair them?

I was thinking about a map with a boat. The boat I can construct easily, but can I make it damageble and repairable? Can I make it so that you can load gold onto it, just like Goldrush?

sock
12th June 2003, 16:40
You can make any vehicle you like (within reason) out of brushwork or a model and make it move along a predetermined path. Any additional rolling movement you will have to script yourself. (like the tank in fueldump does in the caves)

But remember the vehicles in ET are not vehicles with complex physics. They are basically func_trains moving along a certain path. The real power of the vehicles in ET is via the script. The script system is very flexible.

Sock
:moo:

Prophesy
12th June 2003, 17:50
Thanks for the fast reply :clap:

I hope you will release some examples of the vehicle scripting. Scripting is not my strong side.

Veritas
12th June 2003, 22:29
hmm... a map with a boat would be interesting. :D

fretn
13th June 2003, 07:29
hmm... a map with a boat would be interesting. :D

hm yes :)

fretn "I'm ze captain"

bogs
13th June 2003, 13:52
the vehicles in ET are not vehicles with complex physics. They are basically func_trains moving along a certain path.


Will be possible to mimic a drivable vehicule with func_train and lots of scripting?

sock
13th June 2003, 14:36
Will be possible to mimic a drivable vehicule with func_train and lots of scripting?

No, because players will want to drive the vehicle to stupid locations and break the map. ET does not have a vehicle physics system.

Sock
:moo:

Auriel
13th June 2003, 15:20
yeah like block the spawn point :angry:

Prophesy
13th June 2003, 15:25
Yeah a boat would be nice :banana:

I am planning a harbour map of a north african port town.

Auriel
13th June 2003, 16:00
hmmm i was thinking about an underwater/upwater ctf style map (radar/goldmap style) but with both players getting the objective wihich is underwater (ruined gothic cathedral).

i might make several switches for steering and firing, so teamwork is essential (one person per switch)

of course, it would only be usable realy in organised matches :disgust:

it might just be a test of the scripting power of et ;)

bogs
13th June 2003, 16:17
No, because players will want to drive the vehicle to stupid locations and break the map.


It would be neat to have vehicules that were not crucial to completing the map.. A bunch of jeeps at spawn or something.


ET does not have a vehicle physics system.


Well the first thing I'm gonna do is try to make a vehicule that doesn't have to follow a scripted path :p

sock
13th June 2003, 16:42
Well the first thing I'm gonna do is try to make a vehicule that doesn't have to follow a scripted path :p

Good luck.

Sock
:moo:

pwillard
13th June 2003, 20:25
Judging by sock's reply... you'll need a lot more than just luck... :suspicious:

Pete

|Robot|Bender
13th June 2003, 20:41
And a different game.... :disgust:

wudan
13th June 2003, 22:51
Every morning I wake up and decide it's time to break the laws of physics, unfortunately, I have yet to hack the universe, and therefore I go to sleep everynight, powerless to break the laws that we are each bound to.

If a dev says it can't be done, they are most of the time right, although on some other games I have proven dev's wrong, in this case, I wholeheartedly agree that there does not appear to be a way to make a driveable vehicle without engine support for it.

You can pretend that you are driving a vehicle, though :)

If I recall, you can make it so that vehicles don't 'stop', when they get to a point they just keep going through the loop, but that's actually kind of stupid.

Prophesy
13th June 2003, 23:29
Oh I like ET-vehicles just the way they are :bump:

Its just like going to work.
I get into my car every morning - and I know exactly where I am heading. No sudden surprises. That is comforting. :D

sock
14th June 2003, 12:17
If a dev says it can't be done, they are most of the time right, although on some other games I have proven dev's wrong, in this case, I wholeheartedly agree that there does not appear to be a way to make a driveable vehicle without engine support for it.

We (dev's) are only human and make mistakes just like anyone else. If someone can find a way of creating a vehicle which can be driven around a landscape with easy to use controls, then do it. I honestly mean good luck because it will be a difficult task but not impossible.

Sock
:moo:

=[mG]=Spitfire
14th June 2003, 15:38
what if your driving along and your car hits mine and 5 axis come swarming from nowhere and kill you...i call the a sudden surprise. :eek2:

carnage
29th November 2004, 16:09
um drivable viecles cant be that hard if you think about the physics

one big closision box around the car, then the same thing that makes the players stand on the ground at each of the four wheels,

simple enough untill you hit the realy hard codeing like making the players folow the vhiecle, the phsics that stop the viecle going up slopes and then you make loads of problems involving unrielistic mapping

if you ran a car into the fence on radar on break neck speed it would smash, whith this the car would suddenly halt

Salohcin
30th November 2004, 22:57
for it to be really realsitic then the car shuold breakt eh fence and stop almost suddenly....jsut a thought

EB
1st December 2004, 01:29
You could put a vehicle in the game and have it contain triggers in the back and those triggers would make it go different directions, but the scripting would be hell.

TFate
1st December 2004, 01:39
Yeah, but you still wouldn't be able to control it with the keyboard.

WeblionX
1st December 2004, 02:26
I keep pestering bani to add driveable vehicles to BayonET, but considering a) BayonET hasn't even been started; 2)It would be a BayonET only level; I don't think it'd be very helpful. Though if you make it not an objective, I don't see what the problem would be. ;)

BigJake
1st December 2004, 22:05
Make the vehicle into a character. That will give you keyboard control.

carnage
1st December 2004, 22:51
i had an idea similar to that one some time ago

i wanted to add tanks to sp maps i made a bit like cod but more suited to wolf style of play

anyway i though if i made a game character with a tank model then it would work and would be able to aim and shoot and take damage, if the AI for this unit was jsut obout removed and then cotrol the unit via the script it would work

but if its mp you on about then you have all kinds of hell to deal with, e.g. if you stand on a players head and he moves you saty in the same spot, if that viecle was a character then the ppl on it would fall off

BigJake
2nd December 2004, 01:43
Changing the view to look like a vehicle isn't too hard but you have to assign it to all weapons but yea a MP version does create a plethora of hurtles to overcome to say the least. However you are starting with a complex structure and striping it down instead of the other way around. Not to say that makes it easy or anything

carnage
3rd December 2004, 08:24
this is realated to the subject realy

in ET can you make triggeres and buttons and stuff move, as i though brushes could only be one type of entity

if not how would a script viecle move,

in d3 they can and this unlocks a lot of potential

EB
3rd December 2004, 21:10
well, you could set up button posts and at each spline or path designate a seperate script for each new button at every stop point. so i could go left and then go left again and then left again, but it wouldn't even be fun...it would kinda be really lame.....lol. ET was made without vehicles for a reason I guess.

carnage
3rd December 2004, 21:28
yeah you could do that but ppl could trigger the buttons from outside the viecle and get v strage results, but you could use this for something like the tram so it is only accesable from the script mover, in fact i like that idea so mutch and it sounds like a chalenge that i am going to make a map based around that idea

BigJake
4th December 2004, 13:18
The character designation would be the way to go IMO. You would have health, suffer damage, change weapons, add different accessories, have nasty looking gibs. If a texture entity could be made like a -nobot- that would block it from going into places you don't want it to be able to go that could take care of that problem. Just a thought ;)

carnage
5th December 2004, 13:05
i have found a map that already folows the way i owuld of made the map, its the tank escort in sp, if i was to make a more advanced map i would need help from a someone who could make a tank character model and code it, but there is little chance of that happening