Massassi Forums Logo

This is the static archive of the Massassi Forums. The forums are closed indefinitely. Thanks for all the memories!

You can also download Super Old Archived Message Boards from when Massassi first started.

"View" counts are as of the day the forums were archived, and will no longer increase.

ForumsShowcase → RAdio Detection And Ranging...
12
RAdio Detection And Ranging...
2005-06-09, 11:05 AM #41
Quote:
Originally posted by Descent_pilot
Accually, I had a semi working radar in my Aliens mod/TC, but I couldn't quite get it to work.... :( Now I wish I worked on fixin it up sooner. You and me need to talk about what you did Darth Slaw.
If I get a chance, I'll clean up the cog a little bit and add more comments. It's not too complex, actually, though it took me a while to get it right.

Quote:
Originally posted by Vincent Valentine
That is amazing. I can't even think of a way to do that. How does it handle enemies that are above or below you, though?

It checks the difference in vertical distance (the Z component of your position minus that of the other guy's position). How great the difference is determines how dim/bright the blip is for that person.



Will try and post stuff soon -- I'm trying to get it working in 3rd person. I had to make JK use an object for the camera, but I had problems all day yesterday. I think I know what I did wrong though, now. It may all have to wait though because today is clean up day at my house... and I think I hear destruction in the room I just got half-cleaned... wonderful :rolleyes: :(
May the mass times acceleration be with you.
2005-06-09, 11:17 AM #42
Quote:
Originally posted by Brian
That's freaking awesome.
*This post has been edited for content.
2005-06-10, 4:41 AM #43
why havent I replied yet???

Its bludy brilliant ol boy!!!
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2005-06-10, 6:56 AM #44
Quote:
Originally posted by Darth Slaw
If I get a chance, I'll clean up the cog a little bit and add more comments. It's not too complex, actually, though it took me a while to get it right.


It checks the difference in vertical distance (the Z component of your position minus that of the other guy's position). How great the difference is determines how dim/bright the blip is for that person.

Will try and post stuff soon -- I'm trying to get it working in 3rd person. I had to make JK use an object for the camera, but I had problems all day yesterday. I think I know what I did wrong though, now. It may all have to wait though because today is clean up day at my house... and I think I hear destruction in the room I just got half-cleaned... wonderful :rolleyes: :(


Two things, 1st, I'll take the raw cog/operating principles behind it, because I've tried using vector sub but could never really rotate it to fit the players perspective, and I'm betting the bright dim is a couple of different templates, but if not, I'd also love to see how you did this. And I'll trade it for my 3rd pov camera cog, just say the word and I'll send it to you.
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2005-06-10, 9:10 AM #45
Quote:
Originally posted by Descent_pilot
Two things, 1st, I'll take the raw cog/operating principles behind it
Well then, the attachment has exactly what you want. Check item_datadisk.cog :)

Quote:
and I'm betting the bright dim is a couple of different templates, but if not, I'd also love to see how you did this. And I'll trade it for my 3rd pov camera cog, just say the word and I'll send it to you.
It is just one template... now (originally it wasn't, but since I'm trying to make it compatible with as many mods as possible, I have to use standard JK templates). I used SetThingModel(), as you'll see in the cog

I'm still working out some MP issues, so this is more of a beta of the final release.
May the mass times acceleration be with you.
2005-06-10, 3:08 PM #46
*bows before you* thank you. As per my half of the arrangement, download me little mod and I know the camera cog is uncommented and contains other features, but the basics are there, and if you need a cut down/commented version, just ask.
http://jkhub.massassi.net/project/get.php?id=60
Just on a side note, this is how I was doing my system, however I could never think of how to get a negative sine. *feels stupid now because he missed the obvious*
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2005-06-10, 3:23 PM #47
Quote:
Originally posted by Darth Slaw

And that doesn't even include the fact that the sound plays when you're NOT driving a vehicle and your health is low. Since when does Mace carry an R2 unit in his knapsack?!? (oh, he doesn't even have a knapsack -- where's R2?)


*insert lewd comment here*
2005-06-10, 4:57 PM #48
DP -- We essentially did the same thing for the camera (ie fire a cam projectile). I managed to get mine working yesterday, except for one thing -- in MP, even though I had the 0x240 flags on, the cog was creating the camera things on both my computers, but it was NOT destroying them (DestroyThing). My guess is because I have to use standard templates to make the thing work with other mods. Removing 0x240 would make the DestryThing work, but then GetLocalPlayerThing would mess up, if I understand correctly.
I think that, unless I can use custom templates, I should probably just forget 3rd person radar support, lest the cog become an ugly, laggy mostrosity with triggers and stuff... I can't even fathom how it could be done practically
May the mass times acceleration be with you.
12

↑ Up to the top!