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PostPosted: Wed Sep 10, 2003 7:57 pm 
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Been playing with the TScript a bit http://www.ediy.co.nz/andres/Temp/superjump.zip From the readme.txt:

Some examples of TScript usage. Import the .tpm files into TestScene
with GeomAdd (ignore any warnings about unknown values).

"SuperJump.tpm"
Pick up the keycard just to the left of Anne, use it (press spacebar)
to make a super-sized jump.
TScript features used: A CObjectTrigger to detect when Anne uses
the keycard, and a Push physics action to make Anne jump. Also a
CCreatureTrigger to detect when Anne dies (on landing) and give
her 100% health again.

"ZoomRifle.tpm"
Find the toxin rifle (the brown handled one on the large crate to
Anne's right, near <30,-5,3>), view zooms in when picked up.
TScript features used: A CObjectTrigger to detect when the gun is picked
up, and a Render action (6) to set the camera field of view (CameraFOV).


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PostPosted: Wed Sep 10, 2003 8:03 pm 
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Hey yeah, I was wondering whether the FOV fould be changed.

Well, you know what I'm going to say:

Great job Andres. :D :wink:

* That was great. Don't think we can make dinos jump like that, eh?

Rebel, let's put an sniper rifle in TC-Isle. :)


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PostPosted: Wed Sep 10, 2003 10:47 pm 
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Great use of scripts, Andres. The past several days has been an evolution of sorts. New ideas, inventiveness, fresh perspectives. Your proactive involvement in tc_isle is quite welcome and I also think you should seriously consider taking over at least some of the scripting for the level. Very nice work!

:)

*Agree, Rem. A sniper rifle is a must now. The FOV fits perfectly with it. :yes:

**Dinos can be forced into 'superjump'. :yes:


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PostPosted: Thu Sep 11, 2003 3:08 am 
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Gentlemen, if we use collision detection is lieu of object triggers, we can have the raptors jump are various times and locations. I think what would work nicely are some blank_textured faces scattered about the terrain. The tests I performed contained a raptor jumping just several feet off the ground; looked pretty damn good.


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PostPosted: Thu Sep 11, 2003 1:01 pm 
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Yeah, can be used in some locations. Can you make them jump high enough to get them over objects?

Say you got a log, rock whatever lying somewhere, with on each side a tigger and one of those invisible jump objects. So when Anne enters this trigger it enables the jump object so the raptor leaps over the object (player expects the raptor to bump into the object).

I mean, it would look silly when a raptor is just walking around and suddenly gets thrown into the air.

Just a thought, maybe the dino jumping thing looks better than I'm hoping. :)


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PostPosted: Thu Sep 11, 2003 1:03 pm 
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I'll upload the trigger (testscene import) in a moment. It actually looks good, Rem.

Sound Collision used. Parameters are;

Raptor-Foot, Rubber. I assigned that funky multi-colored ground texture near the wall to Anne's left with the Rubber sound. (you might want to move raptorb1001 (or whatever that hillside raptor is named) down near you.

http://www.trespasserextras.com/raptjump.ZIP

*Physical collision if fine too. Like you mentioned, if raptor came into contact with a fallen log, it'd leap.

**Excellent idea here, Rem. Raptor coming up onto a fallen log (I used grider as test) behaves really well. Looks as if Raptor made decision to jump over the object. :)


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PostPosted: Thu Sep 11, 2003 8:07 pm 
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Great ideas! People are going to be blown away by the features in this level. I know some people say they'd prefer to get access to this forum, but it would spoil it for them, I think.


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PostPosted: Fri Sep 12, 2003 6:00 pm 
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Seems rather appropriate if the first shot that goes into a raptor would make it 'hop' or jump a little as if shocked by the blast. In my hunting experiences game reacts this way quite often. Perhaps we could also set the compys to die with one shot; they'd rise up some and hit the ground dead.


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PostPosted: Fri Sep 12, 2003 6:04 pm 
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Wow. Very cool ideas Rebel. :)


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PostPosted: Fri Sep 12, 2003 6:12 pm 
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Already tested this, too. I love the way the raptor jumped when he was hit by the bullet and when they're in motion while shot, the exact upward motion is unpredictable and appears natural. ;)


*Just as cool, we should set one of our newbie raptors up with a five or ten second delay before restoring him back to life. You kill him, though he'll act as if just playing dead before he springs back up at the player. It's pretty neat --

:yes:


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PostPosted: Sat Sep 13, 2003 1:24 am 
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IN case anyone wants a look:

http://www.trespasserextras.com/jumpnshoot.ZIP

(testscene import)


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PostPosted: Sat Sep 13, 2003 9:25 pm 
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Keep those ideas coming Rebel!

I'll stop being lazy now and actually look up ProcessStyle in my values reference :) I don't know if it would look any better, but we could have the raptor lurch in slightly different directions each time it's shot: (in this script the Emitter objects have their Y-axis in slightly different directions, and ProcessStyle 2 means every time the trigger fires, pick an action randomly and do it)

... (in a trigger that fires when dino is shot)
int FireCount = -1
int ProcessStyle = 2
group Action00 {
int ActionType = 10
string Target = "RaptorB300-00"
bool Impulse = true
float Push = 50.000000
string Emitter = "RandomObject0"
}
group Action01 {
-- same as Action01, but
string Emitter = "RandomObject1"
}


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PostPosted: Sat Sep 13, 2003 10:35 pm 
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I wasn't aware that emitter position had any direct affect on push; interesting.


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PostPosted: Sun Sep 14, 2003 9:39 pm 
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In my first script I just used that sign as the Emitter because it's Y-axis happened to point straight up. You can use any object, even a moving one eg. if the Emitter is something you can pick up like a box, then you can aim it (the box's Y-axis) at the Target object even from a large distance, and give it a push. Kind of fun. (Not sure if you could make it have more than one Target though.)


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PostPosted: Mon Sep 15, 2003 2:17 pm 
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Yeah, I rember it did. I played a lot with these push triggers to make oil barrels fly when you had just added level saving in TresView.

Can do crazy stuff when using multiple triggers that are timed differentl. I tried to get a crate to fly up, then move sideways and the then down and land on the red cross in the testscene (using solely push triggers of cource). Didn't really work (and results varied every time I tried) but it's a quite powerfull thing to use...


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