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Vehicle Clipping Volumes

 
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MRKane
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 PostPosted: Thu Jul 15, 2010 5:26 pm    Post subject: Vehicle Clipping Volumes Reply with quote Back to top

As you'd expect, I'm never up to anything normal.

The idea was to see if wheeled vehicles could be ridden on. Apparently they can't - by the "feel" of things the clipping volume for the vehicles doesn't have, or doesn't handle a roof.

The mechanic could be used to have the player as a stationary gunner that spawns at the back of a jeep or the truck, or even a helecopter flight path (imagine that as a multiplayer map p1 has to get to a point while p2 covers them from the air).

Any ideas on the matter, or any information on how object clipping is handled?
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zoinkity
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 PostPosted: Tue Jul 20, 2010 7:07 am    Post subject: Reply with quote Back to top

Normal object collisions are handled using the bounding boxes. One bounding box normally can't cross another. For gunfire and certain other special-case collisions, physical telemetry is used.

However, in that pleasant sort-of-way that everything is sort of hacked in crudely, the tank is an entirely different case.
Tank objects don't use normal collisions. They have two (or was it three?) detection fields that alternately offset the player's elevation from the tank's current y position. (Technically y offset, but don't fuss over that)
So, when you're on a tank, you're actually offset from the ground by a certain degree. On the next tier, you're offset a further value from the first--yes, it's additive. Then, if there was a third tier I believe that only is used to detect the entry point. All of this is hardcoded model interpretation, so you can't just alter it at will, sadly.

Now, in case you were wondering what happens if you drive a tank into another player, I just happened to force the game to detect only one tank owner ;*) Player 1 drives at player two. As player two comes within bounds of the offset region, he elevates due to y offsetting. The tank drives by underneath him, and he drops down exactly where he once was.

So, how does the tank move the driver? Exactly as such, by moving the driver simultaneous with the tank.
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MRKane
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 PostPosted: Tue Jul 20, 2010 3:53 pm    Post subject: Reply with quote Back to top

Got a feeling all my christmasses are about to happen at once soon...forget "Get the guy with the golden gun!" let's play "Get the guy in the tank!"

Well it looks like the "ride on" idea I had just isn't fesiable within the limits of the engine. You know I'd never just make a map, now that's too easy. I'm thinking we've never seen a helicopter that's actually doing anything in a level. Might have to see if I can make that happen.

Keep up the good work dude! I'm most intrigued!
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Wreck
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 PostPosted: Sun Jul 25, 2010 2:44 am    Post subject: Reply with quote Back to top

Riding on top of a moving vehicle would likely be possible in Perfect Dark. You can land on different props, and even on other characters, so I could see this working. If you were to drop down off of a higher surface, land on said vehicle, then have it drive off, it *could* function correctly. I'm just not sure if your presence would halt the moving object, though. With something touching the model, it could be considered an obstruction. I guess one would have to test it out and see what happens.

Well, whatever you're cooking up MRKane, I'm sure it'll be interesting.

Shame to hear that the other player can't be crushed under the tank, but if anybody can make that a reality, you're the man for the job, Zoinkity.
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zoinkity
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 PostPosted: Tue Jul 27, 2010 6:42 am    Post subject: Reply with quote Back to top

The angled elevator in PD pretty much proves a transport vehicle is feasible, even if at worst it requires a fence.

GE is just radically different. You could do it, but would need to offset multiple character positions. More tedious than difficult.
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