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Uneditable Action Blocks and Character Movement
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MRKane
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 PostPosted: Wed Feb 25, 2009 6:35 pm    Post subject: Uneditable Action Blocks and Character Movement Reply with quote Back to top

I'm busy trying to track down the settings for the Tank speed and rotation, can't seem to find anything in the object file so figured that they were in the engine somewhere. Anyone (probably subdrag) got any hints as to where I should start looking.

I was also wondering if it was controlled by an action block of sorts? On top of that, I'd also like the 001-00D action blocks on my christmas list! lol.
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SubDrag
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 PostPosted: Wed Feb 25, 2009 7:03 pm    Post subject: Reply with quote Back to top

It's possible it's not configurable and fixed in code somewhere? I don't believe tanks can be assigned a 04XX action block. I could be wrong, it's been a while.
 
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TAKA Michinoku9.1
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 PostPosted: Thu Feb 26, 2009 12:52 am    Post subject: Reply with quote Back to top

Action Blocks cannot be applied to the tank object type only to Guards or Wheeled Vehicles or Aircraft I tried to change a Tank to the 27 object type and assign an action block to it but the Rom crashed before I could look at the Tank so i am afraid what you are looking for cannot be changed with Action Blocks Sad
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MRKane
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 PostPosted: Thu Feb 26, 2009 5:44 pm    Post subject: Reply with quote Back to top

I didn't realize that this posted twice. Might pay to delete one.

Basically I'm tracking down the last parts to complete this dam level - BSP, action blocks, ending, clipping, everything is done (inc. a guard that'll use a ladder). Thing is, I could only script it to use the ladder until I hand it over to the 00C block (Jog to player & attack). But the character probably won't live past that point anyway...

I'll keep searching for details pertaining to the tank (speed settings and weapon settings) because it'd be nice to have it move a little faster. Apart from that, beta-dam is done, and it's only now that I realize just how far off the mark Detstar was with his Beta diagnosis...lol
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SubDrag
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 PostPosted: Fri Feb 27, 2009 5:54 am    Post subject: Reply with quote Back to top

What's interesting, is if the tank is smaller, it moves faster. Remember tiny tank? It must be some calculation based on tank's size and perhaps even its occupants size (though maybe not).
 
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radorn
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 PostPosted: Fri Feb 27, 2009 10:13 am    Post subject: Reply with quote Back to top

It moves faster? maybe it's just a perception due to the size change and the viewer being closer to the reference for motion perception, the floor.

Maybe it just moves at the exact same absolute speed but being smaller it seems faster since the speed has not decreased in relation to size.

Just guessing, though.
 
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MRKane
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 PostPosted: Sat Feb 28, 2009 9:59 pm    Post subject: Reply with quote Back to top

I've tried doing a memory hack for details, and can lock it so that the tank drives forward perminantly...aside from that, nothing. Will keep looking guys, but so far the Beta Dam is suffering a few hurdles so is delayed from release.
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00 Style
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 PostPosted: Fri Mar 06, 2009 9:08 pm    Post subject: Reply with quote Back to top

It would be cool if you could edit vehicle related things and make vehicles usable. Like one person flies and the other person shoots or something like that. That would be awesome.
 
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SubDrag
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 PostPosted: Sat Mar 07, 2009 3:33 pm    Post subject: Reply with quote Back to top

I wonder if the speed is only stored dynamically, since initial speed would be 0, and then as you move it speeds up, etc.
 
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MRKane
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 PostPosted: Sun Mar 08, 2009 1:41 am    Post subject: Reply with quote Back to top

Now I've been talking with Zoinkity and he's looking into the tank, he's sent me a heap of stuff that I can't understand yet (which seems to be his way - the guy is a genus!). Anyway I have managed to memory hack out the speeds and can set the tank (on emulator) to a particular speed - but can't translate it into the GE engine.

Note: Too fast blasts you out of the map (WTF???).

Don't worry guys, we'll find it, rest assured.

News: Have optmized the Boat model, and that's about all I've done - sorry about the wait on the Beta Dam level, real life is pressing atm. Also: the island guards make the game booring, and yes, after litres of script you CAN make guards use ladders, however they just seem to bounce up and down them. I think, that perhaps, I might have to release a classic and advanced version.
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radorn
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 PostPosted: Sun Mar 08, 2009 3:29 pm    Post subject: Reply with quote Back to top

Fast tank defeats clipping? Shocked
 
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Wreck
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 PostPosted: Sun Mar 08, 2009 8:11 pm    Post subject: Reply with quote Back to top

The guards along the dam towers will use their ladders, but like you said, they just seem to bounce up and fall down them. There'd be no way to make them "climb" properly, as there is no animation for that. Ascending and descending is a very fast process for characters. Just look at how Trevelyan drops down the ladder at the end of Cradle, hehe. Talk about breaking a leg.

Optimized the boat model? I wouldn't mind seeing that.
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MRKane
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 PostPosted: Mon Mar 09, 2009 2:01 am    Post subject: Reply with quote Back to top

I'm not sure if "Defeats Clipping" is the right word, perhaps "I broke the emulator" is slightly more fitting. Optimized boat is simiply the boat with proper texture allocation. Until now it's loaded the tank textures also. It was a model hack to free up space.

Think I'll dump the guard on the top of the tower...just never seems right.
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zoinkity
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 PostPosted: Sat Mar 14, 2009 6:57 am    Post subject: Reply with quote Back to top

Long story short, it's all ASM. Well, not any more ;*) Technical docs are in the big zip of technical docs.

Tank! should be appearing in the Vault soon. It adds in a few features to make tanks into a more generic ridable vehicle. For setup meisters, it allows you to choose the weapon you recieve when you enter the tank or remove it entirely, as well as set the speed and sounds the tank uses. The ammo set when you enter a 'tank' is of whatever type the weapon uses, and that ammo stays with the object. If the player already has a weapon of the same type that the 'tank' gives them, if doesn't remove it when they exit.
The best part is that normal tanks, including those in the original game's stages, are unaffected by the patch. They work as they always did. In addition, if you write a stage with Tank!'s features and a person does not have the patch, they just wind up with a normal tank. So, in other words, it doesn't break anything old or new.

So, what's that mean to you? You can, say, make a ridable boat, then modify the speed and sound of said boat. You can also strip the boat of the cannon. Run into somebody? Make a good, solid 'thump' noise. Heck, make it go at light speed and feed you plastique. The details are in the readme with the patch.

Wink wink, nudge nudge. Yeah, this is my way of saying thanks ;*)
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Last edited by zoinkity on Sat Sep 25, 2010 9:16 am; edited 1 time in total
 
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Dragonsbrethren
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 PostPosted: Sat Mar 14, 2009 9:44 am    Post subject: Reply with quote Back to top

Ha, sounds awesome!
 
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