Shinkansen 0 Posted January 11, 2005 Hi, I have made a shiphull and three masts that were merged together with transport scripts, The ship is of vehicleclass Ship and the masts are vehicleclass car, because I want to use the dammagehalf textures and destructtent. This works in general beside some problems: 1.) Masts (like cars) are moving up and down while the ship is floating in the water, is there a possibility to avoid this and fix the height of the models in relatio to the ship? 2.) When the ship getting in touch with land the hole thing is flying away like a rocket, this is the biggest problem and i have no solution for this... Mass in geo lod has no effect. 3.) When the mast is getting full damage it goes overboard (destructtent). This is looking good but after a while the mast should be deleted or the transportscript should be terminated, but the object itself is destroyed, so how can I delete this...? 4.) Is there an other solution for dammagehalf / dammagefull texture swapping than using vehicleclasses like heli or car? Can I do this with a script on the vehicleclass ship? Thanks for help Shinkansen Share this post Link to post Share on other sites
csj 0 Posted January 12, 2005 re: 3) You could add something like this to transport script. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?(not alive _mast): endCargoSession=true depends on which script you are using? Share this post Link to post Share on other sites
Trenchfeet 0 Posted January 12, 2005 check out klinks PT boats. they will sove some of you're probs But don't forget to ask permission to use his excellent scripts if you want to release it. Share this post Link to post Share on other sites
Shinkansen 0 Posted January 13, 2005 Hi, I will try this " ?(not alive _mast): endCargoSession=true " this will solve much problems, in combination with the height of the carrier this might also work to kill the masts if the ship made landcontact. I have tried to understand the scripts in Colonel Klinks PT boats, but this is sophisticated stuff ... There are some new strange bugs: I have first made the hole ship and than copied the mast to a new p3d file without changing the positions in the lods. After activation the transport script (getpos carrier; setpos cargo) the mast is more or less at the right place, but not exactly on the right position, there is a missmatch of 2 or 3 meters... Adding cargo to the carrier (the ship) strange things are happen when switching in the cargo view of a soldier. It looks like as if all positions of the masts (calculated positions with the tarnsport scripts) are wrong. As a first guess the x,y,z pos of the ship plus the relative difference of the player in cargo pos are the new calculating base for the transport script... so transport scripts are not using the coordinates of the vehicle but of the crew with priority to the player positions??? I thought the script is using the center of gravity??? I am totally confused. If anyone want to have a closer look on this, please send me your email and I can send this addon to you. Shinkansen Share this post Link to post Share on other sites
Shinkansen 0 Posted January 14, 2005 Okay, I have solutions for some problems. Most things will work fine if the time loop of the transport script is set to a smaller value. So now the masts are fine and you can hit land without flying away. Share this post Link to post Share on other sites
csj 0 Posted January 14, 2005 Has this solved the problem of the mast bobbing with the tidel movement. Share this post Link to post Share on other sites
Shinkansen 0 Posted January 16, 2005 Hi, after several tests, decreasing the loop of the transportscript from 0.01 to 0.001 has fixed the mast positions in the camera view and in the third player perspective. There is still some hopping when the player is in the first person view in the captains proxy only two meters away from on mast. This might be a problem depending of the computer power and how many objects, transport scripts textures and so on are in the scene... Share this post Link to post Share on other sites
philcommando 0 Posted January 22, 2005 The bobbing up and down is caused by the positioning of your cargo vehicle upon the attached vehicle on a rising and falling ocean. Way to over come this:- 1. Play around with the geometry model..make it smaller so that it does not rest exactly on the attach vehicle. No one can see the geolod anyway and the resolution lod will never conflict with anything Personally, nothing to do with the timing script. Its a collision thing at work Share this post Link to post Share on other sites
Shinkansen 0 Posted January 26, 2005 The bobbing up and down is caused by the positioning of your cargo vehicle upon the attached vehicle on a rising and falling ocean.Way to over come this:- 1. Play around with the geometry model..make it smaller so that it does not rest exactly on the attach vehicle. No one can see the geolod anyway and the resolution lod will never conflict with anything Personally, nothing to do with the timing script. Its a collision thing at work Hi, The geo lod of the carried object must be destroyed, to avoid any problems. The trick is to define a non-working geo lod and a working fire geo lod. Share this post Link to post Share on other sites
philcommando 0 Posted January 26, 2005 a working geometry has mass a working fire geometry has no mass no mass = no collision detection, no engine. fire geometry may stop bullets, but will not prevent objects from going thru it. :- try a working geometry with mass that will not obstruct the carried or the carry object. Share this post Link to post Share on other sites