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ForumsJedi Knight and Mysteries of the Sith Editing Forum → The ultimate COG?
The ultimate COG?
2007-02-25, 12:11 PM #1
Would it be at all possible to make a COG that makes gravity point toward a ghost object? not only is the player pulled that way, but he rotates and orients in respect to gravity. Kind of like super mario galaxy.
Baby dragons can't figure out humans- If they didn't want to be eaten, why were they made of meat and treasure?
2007-02-25, 4:12 PM #2
Not quite the ultimate cog..kinda simple really; SetThingLook() and SetThingThrust().
And when the moment is right, I'm gonna fly a kite.
2007-02-25, 8:12 PM #3
that does not orient though. If the player walks to the bottom of a sphere, I want them to be upside down and thier camera to be upside down as well
Baby dragons can't figure out humans- If they didn't want to be eaten, why were they made of meat and treasure?
2007-02-26, 9:07 AM #4
I have experimented with this idea months ago, and I have the player orienting properly. I did not find an acceptable way to orient an external camera view...yet. (The internal view automatically stays with player correctly.)

I will try to upload the files sometime this week.

If you haven't already done so, check out my early test work with "rotating space station physics".

:)
2007-02-26, 9:46 PM #5
Zeq, did you use the default external camera? If you use a ghost object like in SaberMaster's Chase camera cog, it should be easy to change the P/Y/R of the ghost object to the right settings.
2007-02-27, 4:44 AM #6
Originally posted by Stormtrooper:
Zeq, did you use the default external camera? If you use a ghost object like in SaberMaster's Chase camera cog, it should be easy to change the P/Y/R of the ghost object to the right settings.


I am not a beginner at this, you know. :P If it were easy, I would have just pasted the code.

The closest I came to getting a working external view for "going upside-down" or "sideways" was using the internal camera focused on a ghost object. The problem is that it is not easy to change the PYR of the ghost thing to match the PYR of the player's head pitch. FireProjectile and SetThingLook both have some fixation on keeping the thing in the verb oriented to the standard UVec (not sure how else to describe it).

I have left my tests in the code with notes of why each is not right. Even using the new cog verbs in JKUP has not provided a working solution.

:)
2007-03-07, 10:44 PM #7
I have a cog for a flying ship that can do 360 degrees pitch, yaw, and roll. However, I never bothered to make it work from the player's view. I just changed the internal and external cameras to ghost objects.
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2007-03-08, 3:01 PM #8
are you a furry?
2007-03-09, 2:48 PM #9
I am, why?
Baby dragons can't figure out humans- If they didn't want to be eaten, why were they made of meat and treasure?

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