Author Topic: Tilting player  (Read 2846 times)

The thing is, ski's are part of the default scripts.
Meaning, you can reach them, so you can't rip the ski's files, so someone would have to recode what the ski's do. If we did happen to get the ski's code, it resets all the players velocities and rotations so it wouldn't be ideal.

Lol.
Skis are a default ADDON, meaning that all of their files, except for the ski nodes, are accessible. Thankfully, we don't even need the ski nodes, so all of the necessary stuff except for possibly shoe items is there.
If we did happen to get the ski's code, it resets all the players velocities and rotations so it wouldn't be ideal.
It does not reset velocities or rotations at any time.
You confuse me.
« Last Edit: July 17, 2011, 09:23:22 PM by Katadeus »

     I'm tired of waiting, and this topic is receding into the depths of the forums. I do not care that I am making multiple posts here, because this is something that many people would love to use if made properly.
And it wouldn't take THAT much to make. You already have the skis to work off of, then you might have to do something for the walk animation, for the sliding, for jumping, and getting rid of the ski nodes and trails. Then make the item model a pair of shoes or something like that.
     I could attempt to make this, but it would take me ages and would end up being glitchy at best. But for someone who is good at scripting, this would just be a moderately challenging project. So, I think that it is completely possible for this to be done even within such a span of time as a month, or if you're really good, a week.
Also, the added element of tilt would make stuff like knife fights a TON more interesting.
Here's something though. It shouldn't be able to crash when it's crouching. That would be relatively stupid.
     This would also require the crouch collision box to be extended at least a bit, though it would probably cause a few glitches when crouching into walls. You could probably achieve a functional version of that if you had two separate collision boxes, but I'm not sure if this is possible.
Okay.
     So this may take a little longer than I thought. But people could also collaborate on this. That would cut the time necessary drastically, as long as there was absolute co-operation, and people ready to take over if necessary. I'm tempted to offer money to the person who makes it, but that would probably end up being a little unsafe, security-wise. Also, I'm a horribly miserly idiot and I wouldn't do that.
     So, there would probably have to be multiple versions, lots of testing, etc. But parkour challenges and stuff would be revolutionized, and it would wonderfully improve on the playing experience in many cases if made properly.
I realize the kind of difficulty that I am facing here.
No-one wants to spend the time, no-one wants to do it.
Everyone wants it finished.
     I'm telling you, this topic shouldn't die just because nobody wants to do this kind of project. I am absolutely certain that there is at least one person on the forums who could script this if they sat down and tried.
     A couple of people could work on some models and animations, someone might be there solely for the purpose of implementing models and animations into the vehicle. Then there could be maybe 2 or 3 people working on separate script versions or on one script. And then there would be testers, who would not only try out the playertype, but also modify the script so that it worked the best. Then they would send the script to other testers, or simply host, and people would decide what was best.
     I am specifying that there could be this many people because this is the upper limit. It would only really take one person to do each of these jobs, but it's possible that it would work better in another way, such as having competing teams, who not only rush to meet a deadline that could be advanced if no-one made it in time, but also aim for the best quality in the group.
     I don't know. I've never had anything to do with any group project, really, but I am certainly inspired by the idea here. It has a kind of insistence that is hard for me to get rid of, which causes strange, lengthy double posts like this.
     People have said that threads with this idea have always died, have never worked, but it IS worth doing.
One more thing.
     If anyone makes this and makes it a private add-on, I will track them down and chop their fingers off with a sharpened spoon. A sharpened, rusty, grapefruit spoon.
     But I personally doubt it. All of the self-centered private add-on makers out there PROBABLY wouldn't make this. There's no telling if they will, and if my warning is not enough.
This is something that could really cause a huge change in gameplay, and I love the idea of it. I am being eaten up by the grandeur of the concept.
And I can't make it myself.
It's killing me.

Lol.
Skis are a default ADDON, meaning that all of their files, except for the ski nodes, are accessible. Thankfully, we don't even need the ski nodes, so all of the necessary stuff except for possibly shoe items is there.It does not reset velocities or rotations at any time.
You confuse me.
Please then, explain to me where I can access its scripts. Because, I can't find Vehicle_Ski.zip or Weapon_Ski.zip in my add-ons folder. About the rest stuff, if you pay attention to the skis, they do reset rotation(though Blockheads are limited in rotations) and "z" velocity. This works in conjunction with the "no move" ski limit. If you can get me the script, I'll be more than willing to try and make this.

EDIT: I'm being stupid here, it's Item_Skis.zip. I'll take a look at the script and see what I find.

EDIT2: Some of the script is still hidden, but I think I can get an easy one to work. You'll still have the wipeout effect on crash and everything because I cannot control that.

EDIT3: I'm being stupid twice again. I found the rest of the script but I'm too tired to work on it right now, I'll try it tomorrow if I feel like it.
« Last Edit: July 18, 2011, 03:17:24 AM by Daenth »

I'm glad you've found all that.
It took me a while to find all that stuff, but yeah.
The reason why I said that it doesn't reset rotation is that I don't consider rotation of the blockhead to be an actual movement. It has no momentum and so I see it as not mattering and not being something that even needs to carry over.
Thanks, Dae, for looking into it.
Oh, and I also at one point found the place where it determines the speeds at which you can use the skis. It's probably possible to make the speed on the z axis to carry over somehow.

:o biggest post eva.
    Although I still think that it might be a little better if we had a gravity playertype rather than just a tilting one. But that's good too :/

Gravity player is just as feasible as tilting player, but, of course, both would need to be vehicles, so they wouldn't actually be playertypes.
On the subject of longest posts ever, yeah. It is pretty darn long. That took around 10-15 minutes, and I made another post like it attacking jes00 for being a homophobic moron.

Alright, I've got a few problems.

First, looking through the script, it feels next to impossible trying to find the bits of code that control how the player handles skis; this is because everything looks to be coded into the skis.


Second, when will the tilting activate? Because once you activate it your up/down velocity is reset to 0 (or just about 0) meaning if you activate it just as you jump you won't jump, if you activate it mid-jump you hardly have any control over it before it's over.

Third, what will happen if you jump in a very short corridor? It'll activate then deactivate instantaneously which could cause annoyance and/or glitches.

EDIT: Looking at the wrong things for problem one. The thing that handles the skis are not a script, it's the vehicle itself. But, question two and three still exist.
« Last Edit: July 19, 2011, 01:44:23 AM by Daenth »

Oh, haha.
This is still necessary to explain.
The ski-type movement would apply at all times, not just in midair. I have said this multiple times, and I am not impatient yet, but soon will be. The new item will not allow for sliding and such.



It's pretty obvious to me now that nobody other than Daenth has the time, focus, or charity to work on this. There really is a lack of good scripters taking suggestions as far as I'm concerned. Most people are wrapped up in their own projects or taking it easy over the summer.
I have tried to start filling in that gap, taking suggestions where I can, but this computer is having issues and I am really getting sick of them.
My ping is dead.
I can't hear any sounds.
The sound issue is more inexplicable than it seems. After disconnecting and replugging everything, it still failed to work. The system has access to power, and the little dial that controls volume is still functional, but for some reason, nothing else is working.
I really need to stop being lazy, but I'm tired.
I've been doing an online course over the summer, and I really am tired of it, because it's making my days aimless and boring. I run into problems in the course, too, which only serves to aggravate me further.
At this time, I am one of six people taking any course on this website, and it really sucks.
So now, hopefully, people can see why my frustration has pent up.
I will let this topic die.

I could do this... yes. But I wont due to how long this would take and it might involve wasting my time =|

What you're talking about is a tumble when jump. but the tumble would only be for a short time.

I just realized something.
Tumble isn't part of the ski's code, it's part of the default vehicle code. Therefore, you just need to mount the player on a invisible vehicle when they jump and it'll do the exact same thing as the ski's. Now, I'm not too good when it comes with working with vehicles, if someone else more trained in that area would do it, that would be excellent. Otherwise, I'll try and look into but but I can't guarantee anything.