Author Topic: Player boat problem  (Read 2275 times)

So I've been trying to make a boat (Much like the rowboat) but every time I spawn it, it crashes.

Here's the current hierarchy I'm using on the model.

As you can see I don't have a collision mesh, but that's because when I opened the rowboat.dts in shaper, neither did it. The console gives no errors regarding the crash, nor any errors executing the vehicle. I can also spawn the model ingame as a static shape, if that counts for anything.

Is there any special requirement for making player vehicles? Do I require a collision mesh? Could it be something to do with the bounds set in the script?

Thanks.

You need to make sure it's setup with all the required animations.

You need to make sure it's setup with all the required animations.
That'd be the problem then.

But just to ease my curiosity .. why doesn't the rowboat have/need any .dsq's to run?

But just to ease my curiosity .. why doesn't the rowboat have/need any .dsq's to run?
Because it doesn't have any animations.  The only thing you ever see it do is turn, and that's part of the game code.

Because it doesn't have any animations.  The only thing you ever see it do is turn, and that's part of the game code.
Well my boat doesn't do anything but turn either, however I can't use the same script.

That'd be the problem then.

But just to ease my curiosity .. why doesn't the rowboat have/need any .dsq's to run?
Because it's a player model.
Anything else, and it will forget up.
Badspot, or who ever made the default boat, choose a player vehicle because you can have them float.

You require a "root" animation.
Just make one, it doesn't have to do anything.

You can set that root animation for everything.
Like so,
Code: [Select]
datablock TSShapeConstructor(BoatDts)
{
baseShape  = "./Boat.dts";
sequence0  = "./Boat_root.dsq root";

sequence1  = "./Boat_root.dsq run";
sequence2  = "./Boat_root.dsq walk";
sequence3  = "./Boat_root.dsq back";
sequence4  = "./Boat_root.dsq side";

sequence5  = "./Boat_root.dsq crouch";
sequence6  = "./Boat_root.dsq crouchRun";
sequence7  = "./Boat_root.dsq crouchBack";
sequence8  = "./Boat_root.dsq crouchSide";

sequence9  = "./Boat_root.dsq look";
sequence10 = "./Boat_root.dsq headside";
sequence11 = "./Boat_root.dsq headUp";

sequence12 = "./Boat_root.dsq jump";
sequence13 = "./Boat_root.dsq standjump";
sequence14 = "./Boat_root.dsq fall";
sequence15 = "./Boat_root.dsq land";

sequence16 = "./Boat_root.dsq armAttack";
sequence17 = "./Boat_root.dsq armReadyLeft";
sequence18 = "./Boat_root.dsq armReadyRight";
sequence19 = "./Boat_root.dsq armReadyBoth";
sequence20 = "./Boat_root.dsq spearready";  
sequence21 = "./Boat_root.dsq spearThrow";

sequence22 = "./Boat_root.dsq talk";  

sequence23 = "./Boat_root.dsq death1";

sequence24 = "./Boat_root.dsq shiftUp";
sequence25 = "./Boat_root.dsq shiftDown";
sequence26 = "./Boat_root.dsq shiftAway";
sequence27 = "./Boat_root.dsq shiftTo";
sequence28 = "./Boat_root.dsq shiftLeft";
sequence29 = "./Boat_root.dsq shiftRight";
sequence30 = "./Boat_root.dsq rotCW";
sequence31 = "./Boat_root.dsq rotCCW";

sequence32 = "./Boat_root.dsq undo";
sequence33 = "./Boat_root.dsq plant";

sequence34 = "./Boat_root.dsq sit";

sequence35 = "./Boat_root.dsq wrench";

   sequence36 = "./Boat_root.dsq activate";
   sequence37 = "./Boat_root.dsq activate2";

   sequence38 = "./Boat_root.dsq leftrecoil";
};    

« Last Edit: January 04, 2010, 04:01:44 PM by MtnDew »

I still don't quite understand one thing. If I replicate all the nodes on the rowboat.dts model, why can't I use the same script?

Because the dsq's are like instructions for the nodes on your dts.
If they don't match up, it doesn't work.


That's as good of a answer I can provide.
I don't know the intricate in-and-outs of Torque.

Just do the root.dsq method I provided, and be done with it.

I don't think you understand what I mean. Look at the rowboat.zip. It doesn't have anything besides the script, the colors and the model. My boat doesn't do anything more then the rowboat, it isn't much bigger, and it doesn't have any different nodes (bones). Why can't I make my boat work off the same files as the rowboat, only with a different model?

I don't want to force people to download extra files, if they don't have to.

I don't think you understand what I mean. Look at the rowboat.zip. It doesn't have anything besides the script, the colors and the model. My boat doesn't do anything more then the rowboat, it isn't much bigger, and it doesn't have any different nodes (bones). Why can't I make my boat work off the same files as the rowboat, only with a different model?

I don't want to force people to download extra files, if they don't have to.

I understand completely.
Stop talking to me like a child. It seems you do on every other model related topic.

A dsq isn't big at all lol.

The only other way is this.

I think it still requires a root animation.

Quote
datablock PlayerData(Boat : PlayerStandardArmor)
{
   shapefile = "./Boat.dts";
   canJet = 0;
};
« Last Edit: January 05, 2010, 02:27:30 AM by MtnDew »

I just thought I'd use this topic to get an answer to my other question: What's the go with vehicles using the collision mesh as a shadow caster? (And no, I'm not using milkshape)

How do I work around that?

Edit: Also, I just realised something funky (But not wanted :() about my vehicle that I'm trying to make. The direction of the collision object doesn't follow the direction of the vehicle.
« Last Edit: January 05, 2010, 04:11:19 AM by Thalberg »

I just thought I'd use this topic to get an answer to my other question: What's the go with vehicles using the collision mesh as a shadow caster? (And no, I'm not using milkshape)

How do I work around that?

Edit: Also, I just realised something funky (But not wanted :() about my vehicle that I'm trying to make. The direction of the collision object doesn't follow the direction of the vehicle.
I don't know. 1 or 2
I suggest asking Kaje considering you use 3DS.

Too bad kaje died in a freak balloon accident.

Already tried to contact kaje.

I'll retry it now considering I have a compiled (WORKING) max2dts Pro exporter.

I am going to try to think up this from my brain, since blender is similar. For shadows, are you parenting your collision to detail16, or whatever detail you are using? I think if you parent the model to a detail level but do not parent the collision mesh to one, it will work. In blender, the collision isn't parented to anything titled detail.

Too bad kaje died in a freak balloon accident.
Thats Mocheez silly!