Author Topic: Scaling individual body parts  (Read 1044 times)

Is there any way to scale individual parts of a player body. For example, making the player's left foot 2x its original size while keeping the rest of the player's body the original size?

I'm asking because I'd like to make something like this:
https://youtu.be/FXCCYB3Mdlg

It's a game concept where players grow when they damage other players. The body part that is shot on the opposing player is what grows on the attacker's body. The biggest player or largest average team size wins.
« Last Edit: December 13, 2016, 12:19:47 AM by Farad »

no, not possible without many custom bots. you'd hvae to have separate bots for each body part and scale them individually, and mount them on some main that you manage the scale of.

no, not possible without many custom bots. you'd hvae to have separate bots for each body part and scale them individually, and mount them on some main that you manage the scale of.

Neat. I've never dealt with bots like that so I have some questions.

To mount different body parts of bots to a normal player, would I do something like this?
Code: [Select]
%client.player.mountImage(BotBodyPartImage,1)
I know how to make that work if BotBodyPartImage is some datablock ShapeBaseImageData, but there's a few things missing here:

- how to refer to the images of individual body parts of a bot
- how to scale the size of the bot's body part
- how to mount and position the bot's body part on a player
« Last Edit: December 13, 2016, 12:52:15 AM by Farad »

you cant scale images on a bot and bots are not images. you have to use bots.

and you'd do %player.mountObject(bot, slot);
its not an image.

if you want to get a bot at a specific slot, do %player.getMountedObject(slot);
if you want to get the player (or vehicle) the bot is mounted on, do %player.getObjectMount();
to scale, you'd do the standard %player.setscale("x y z");

by default the bot when mounted onto a player will be facing forward. if it happens to not be facing the right direction, you can package Armor::onMount and fiddle with the bot's transform rotation parameters after calling the parent.