Author Topic: Filipe1020 and Pandan's Bot Vehicles Pack Development Topic  (Read 16685 times)

In this case, since they are bots, you can do the hands trick 'easier' (haven't looked at how it works in normal vehicles) by adding the nodes on the bot vehicle and showing these.
But i figure you guys had that idea already/that was obvious?
i don't know how to do that ;(

I wouldn't know either sadly as i am totally inexperienced in modelling.
Doesn't take away that the previous message is true though.
You could ask Army in a PM (you can send PM's i hope?) or something, i know that he knows how. :)
EDIT2 BETWEEN LINES EDIT:
Spoke Army Unit just now.
He said he could only help if you are working in Blender (since he uses that himself).

I believe it had something to do with naming a bone...?
Ah well, contact Army or just ask around.
That could make things easier as you can also animate those if needed.

If you just have the hands (hands and hooks) part of the default playermodel you can include these as such nodes and hide/unhide them when needed.
Shouldn't be too difficult script-wise.

EDIT:
I just figured that indeed you guys probably didn't know since the shown bot vehicles don't have that either and i know Filipe would like to do that since he did that with most of his vehicles. :)
Anyhow, i would be glad to help, shouldn't take too long to get you guys the code needed to hide/unhide nodes when needed.
I'll submit it here once i got it done.
If you got anyone else that can do it, also fine with me, i can't start right this moment anyway, bit busy with school work.
« Last Edit: September 08, 2013, 09:51:20 PM by lordician »

Simply put, nodes are named portions of a mesh.
They are very easy to make in Blender because each individual 'mesh object' entity is treated as a node by the .dts exporter.

Simply put, nodes are named portions of a mesh.
They are very easy to make in Blender because each individual 'mesh object' entity is treated as a node by the .dts exporter.
Same in milkshape. I've done it before for a physics vehicle. Was an edit of speedkart. (You know, with the hands)

I just don't know how to make a script like speedkart's for a bot vehicle.

Woops, my misunderstanding here then.
Didn't know of vehicles using the same trick, as said before, never really checked how that was done on the speedkarts and stuff.
Anyhow, so now all that is needed is a script?
Sure thing, i'll see what i can do sometime soon.
I'll try to make it at least as easy to use as the solution for the speedkarts and the such.

Woops, my misunderstanding here then.
Didn't know of vehicles using the same trick, as said before, never really checked how that was done on the speedkarts and stuff.
Anyhow, so now all that is needed is a script?
Sure thing, i'll see what i can do sometime soon.
I'll try to make it at least as easy to use as the solution for the speedkarts and the such.

That would be awesome.

I can commission your scripting if you'd like. PM me for more details.

It is done! :D
Grab it right here!
(Always latest version, right click and save as to download the file)
I made it easier and better then the one from the speedkarts, though i must thank whoever made that for making my life 70% easier on this. :)
Anyway, here comes the feature list and the such:

Quote
How to use?
 -1- Add support_HandsOnVehicle.cs to the add-on zipfolder
 -2- Add the following line to server.cs:
        exec("./support_HandsOnVehicle.cs");
 -3- Add the following line to the datablock of the vehicle you want hands on:
       handsOnVehicle = 1;
Done.

What does it support?
This support script should support every type of vehicle (WheeledVehicle, FlyingVehicle and Player-vehicles (bot vehicles)).
So this is not only useful for the bot vehicles here.. :)
I like to do such things, making things useful in multiple situations.
If by some strange reason it doesn't work with the targeted vehicle type, please contact me.

Fixes?
Yes, fixes.
I noticed that sitting in speedkarts with a custom model playertype causes multiple faulty things:
- Console errors because it couldn't find the lhand, rhand, etc. nodes.
- Speedkart showed hands from default playermodel.
I made it so that if a playertype with a custom model (= other then the default playertype model) is in the speedkart, it won't try to hide the nodes lhand, rhand, etc.
Also, it will not show the hands/hooks of the default playertype on the kart.
If you disagree with this choice, we can discuss it and i can easily remove it when necessary.
« Last Edit: September 09, 2013, 02:21:40 PM by lordician »

It is done! :D
Grab it right here!
I made it easier and better then the one from the speedkarts, though i must thank whoever made that for making my life 70% easier on this. :)
Anyway, here comes the feature list and the such:

Oh boy thanks a lot! Even tho I can't really test it right now but, just one thing, the SpeedKart Hands script only works with one seater vehicles, and it have a few annoying bugs if you add more seats on it, like the passenger seat replacing your hands and when he leaves he loses his hands, is it fixed too? Well my other vehicles have that sort of thing fixed but since you followed the hands script from the SpeedKart which is not
« Last Edit: September 09, 2013, 11:57:52 AM by Filipe »

Oh boy thanks a lot! Even tho I can't really test it right now but, just one thing, the SpeedKart Hands script only works with one seater vehicles, and it have a few annoying bugs if you add more seats on it, like the passenger seat replacing your hands and when he leaves he loses his hands, is it fixed too? Well my other vehicles have that sort of thing fixed but since you followed the hands script from the SpeedKart which is not
I will look into it and update it accordingly, give me a bit. :)
Thanks for the tip, didn't think of that.

I will look into it and update it accordingly, give me a bit. :)
Thanks for the tip, didn't think of that.
Take a look on my vehicle the Citi to give you an example of how the hands script can work with multiple seats on a car

Take a look on my vehicle the Citi to give you an example of how the hands script can work with multiple seats on a car
I took your Hyperion instead. :P
I didn't copy it exactly, changed a bit of it to make more sense and all that.
Should be fixed now too, same link.
EDIT:
First time using the public link thing of Dropbox for me, i now see that it autmatically opens it and not download it...
Right click and save as. :)
« Last Edit: September 09, 2013, 02:21:21 PM by lordician »

I took your Hyperion instead. :P
I didn't copy it exactly, changed a bit of it to make more sense and all that.
Should be fixed now too, same link.
EDIT:
First time using the public link thing of Dropbox for me, i now see that it autmatically opens it and not download it...
Right click and save as. :)
Thanks a bunch for that dude, I will test it out when I will get back to my house tommorow

Thanks a bunch for that dude, I will test it out when I will get back to my house tommorow
Sure thing, most of the code was there already anyway.
On top of that i like to help.

As for testing, please do, i didn't really have access to a bot vehicle with hand nodes so i couldn't test that out.
I however did test with your speedkarts vehicles (normal ones, by replacing the script you use) and that worked out fine.
So there shouldn't be much problems, but you never know.
If there occur problems, please contact me and i will fix it accordingly.

Ahh, I can't wait for some decent motorcycles.

Ahh, I can't wait for some decent motorcycles.
Phydeoux' motorcycles are bad because...?