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Messages - Rally

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901
Honestly I'm really not sure whether or not I can change the texture underneath the board at will. Pretty sure bricks are the only thing that can have adjustable prints tbh

902


400 percent rad


903
 

So like here's the deal: Yes, it's a bot vehicle. Yes, that means it stays flat when going up and down ramps. So I have a pretty silly idea in my head that sounds good to me but might be heinously handicapped to everyone else: I can bind the skateboard's ramp axis to the camera. Basically what that means is that the skateboard could theoretically turn as it goes up a ramp, but you would be controlling it manually by moving your camera up and down.

So basically you could do cool stuff like this:


But you could also do dumb stuff like this:


If this is interesting to anybody I'll work on it, if not I'll continue trying to come up with "alternative" solutions, but so far this is by far the simplest.

904
It looks to me like the mounted PlayerVehicle is visually offset. The game thinks it's directly south, which is why the transform and the muzzleVector suggest it is facing directly south, but visually the player vehicle is rotated slightly out of whack

A very unscientific test:


These bullets are all traveling directly south. However, upon closer inspection it looks like the playervehicle is bent slightly left, which is why when mounted to it would make it so appear that the bullets are curving to the right:



EDIT:

It appears it happens when a playervehicle is spawned in general and not when something is mounted to it. Here's an example with the default rowboat. These rowboats were spawned facing south and north respectively. You can see the south facing both is much more offset to the one side whereas the north facing boat is only slightly offset to the one side.

getTransform() is reporting that both of these boats are facing directly south and north respectively, which is not entirely accurate.


905
Add-Ons / Re: [Vehicle] Technical / Heavy Machine Gun
« on: December 07, 2017, 08:10:03 PM »
release it so I can steal your code

906
Homoloveuality is natural selection's response to advanced medical technology

908
Off Topic / Re: POLITICS & DONALD Annoying Orange MEGATHREAD
« on: December 07, 2017, 07:00:39 PM »
mondays shouldn’t be allowed to vote

1920: White people lynch RedGajin for being black
2017: White liberals lynch RedGajin for being tribal

909
If I was a research actor I wouldn't want to forget any gay people because they are more likely to have AIDS

910
If I take a tank turret and mount it to a rowboat's passenger seat, and then I switch into the tank turret and fire, I notice that the projectile will be slightly bent down to the right. The effect is exaggerated the more south the boat is facing.

For example, consider the following boat, it is spawned facing north, and then two tank turrets are mounted, and the first tank turret is de-spawned, leaving just one tank turret in the forward passenger seat.



Upon firing this turret, you get this:



A (seemingly) perfectly accurate shot. However: Spin the boat around so it's facing south, and then taking a shot, will result in this:



A shot that bends off to the right, and down a little. Now, spin the boat back facing north, and you get this:



The turret is now shooting inaccurately in every direction. (This was tested with default add-ons only)

This causes a major inconvenience for me for my heavy machinegun add-on that I'm working on. Consider the following, I have set up my turret to spawn two pong projectiles at slot transforms mount1 and mount2. When the gun is mounted to the back of a physics vehicle, I get the following:



The lines are directly in the center, resulting in accurate shots. However, mount the gun to a player vehicle that's facing south, you get this:



The lines are curved off to the right, just like the projectiles. EyeVector of the player and the turret, muzzleVector of the player and the turret, and the vector subtracted from these slot transforms are all inaccurate when mounted to a player vehicle facing south.
 
Is there any way to detect and account for this? Have any of you even experienced this before? Any help would be appreciated.

911
Off Topic / Re: POLITICS & DONALD Annoying Orange MEGATHREAD
« on: December 07, 2017, 05:43:20 PM »
The Human Straw

912
Off Topic / Re: POLITICS & DONALD Annoying Orange MEGATHREAD
« on: December 07, 2017, 05:39:50 PM »
Wow is it summer already

914
Off Topic / Re: POLITICS & DONALD Annoying Orange MEGATHREAD
« on: December 07, 2017, 05:24:04 PM »
A straw only has one hole

915
you have to call it on the object the client is currently controlling - otherwise it always returns 90. the best method in general is to capture the FOV the client had right before "scoping in" and then restoring it to that value when unscoping/on death.

Oh so I'm supposed to be calling it on the player?

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