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Modification Help / Re: Taking a vehicle's model and applying it to a bot
« on: July 16, 2011, 04:30:59 AM »The first datablock is what you're missing I think.That worked.Code: [Select]// Load dts shapes and merge animations
datablock TSShapeConstructor(DogDts)
{
baseShape = "./dog.dts";
};
datablock PlayerData(DogArmor)
{
//blah blah blah. You should have this already.
};
You should be able to substitute in your own stuff. I think the important part is the first datablock, DogDts. Since you have no animations it would make sense that you only need the baseShape defined.
Now the problem is that the place where a normal player would have the bottom of their feet is the exact center of the bot/player.
I'm fairly sure this has to do with the bounding box, but it seems like bounding boxes only go upward from the standard foot area.
Is there any way around that?
Here's some code I copy-pasted from my version
Code: [Select]
rideable = true; //Doesn't this need to be true for it to appear on vehicle spawns?
canRide = true;
paintable = true;
boundingBox = vectorScale("3 3 3", 4);
crouchBoundingBox = vectorScale("3 3 3", 4); //Bot should not change the size if they crouch
I'm a bit new to working with physical space on blockland, so this piece is borrowed from the horse and edited. Is there another way that would calculate the volume, starting from the X/Y/Z Axis's origin?Also, spawning the bot on a vehicle spawn still crashes me, yet using the changedatablock event to test it works fine. Other than those two things, there's no major problems.
