Diehard Forums Forum Index Diehard Forums
A Trespasser Modding Site
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

Destructible environment

 
Post new topic   Reply to topic    Diehard Forums Forum Index -> Trespasser Experiments
View previous topic :: View next topic  
Author Message
RexHunter99
Diehard Founder


Joined: 19 Dec 2008
Posts: 8
Location: Australia

PostPosted: Sun Feb 08, 2009 1:05 am    Post subject: Destructible environment Reply with quote

Lately gamers have been introduced to 'fully destructible' environments, especially in Crysis.

At first glance it looks like Trespasser is quite incapable of doing this when that is not true, it's possible to make trees fall, to pull out ferns, make ferns sway when touched and even to make cool landslides if handled with care.

My first attempt was sort of my way to honor the idea that DWI once had that Anne would rip out certain vegetation and use it to heal herself or cover her scent. I actually made ferns that could be torn from the earth Smile

What you need is a fern with a physics object on the stem, and a magnet holding it in place with the following value table (TScript):
Code:
string Class = "CMagnet"
bool Breakable = true
float BreakStrength = 50.000000
string SlaveObject = "FernInstance"


And that should work! I think there's a way to apply 1 magnet to all instances or something... but that's Draco's/someone else's department, I wasn't too proficient with magnets I'm afraid.

Also, in my PF (MOT entry) level, there were trees that could be knocked over by the Albertasaurus, this was handled by the Frozen value and a trigger that was activated when the Alberta made contact with the tree... just sniff around the level for a full explanation as I can't remember who I did that entirely.

All kinds of things can be made destructible, the Plantation house in Jungle Road is all ready set up as a destroyable building too, so go check that out when you can.
_________________
Back to top
View user's profile Send private message Send e-mail MSN Messenger
Wolf
TresProject Member


Joined: 19 Nov 2008
Posts: 26
Location: Variable location

PostPosted: Tue Feb 10, 2009 2:55 pm    Post subject: Re: Destructible environment Reply with quote

RexHunter99 wrote:

My first attempt was sort of my way to honor the idea that DWI once had that Anne would rip out certain vegetation and use it to heal herself or cover her scent. I actually made ferns that could be torn from the earth Smile

What you need is a fern with a physics object on the stem, and a magnet holding it in place with the following value table (TScript):
Code:
string Class = "CMagnet"
bool Breakable = true
float BreakStrength = 50.000000
string SlaveObject = "FernInstance"


Hmmm, I would assume this Thread stems in part from a particular discussion we had RE: another idea DWI never implemented? I had surmised that it was to be done in this manner but thanks for clarifying bits here and there... next week I think I'll create a test zone to perfect it prior to use
_________________
Trespassers will be mauled by dinosaurs, survivors will be mauled again
Back to top
View user's profile Send private message MSN Messenger
Display posts from previous:   
Post new topic   Reply to topic    Diehard Forums Forum Index -> Trespasser Experiments All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © phpBB Group. Hosted by phpBB.BizHat.com

Free Web Hosting | File Hosting | Photo Gallery | Matrimonial


Powered by PhpBB.BizHat.com, setup your forum now!
For Support, visit Forums.BizHat.com