TresCom Forums

TresCom : The Trespasser Fan Gateway...
It is currently Wed May 22, 2019 6:03 pm

All times are UTC




Post new topic Reply to topic  [ 5 posts ] 
Author Message
 Post subject: Dozer Test
PostPosted: Sun May 19, 2019 2:14 am 
Offline
-=TresCom Developer=-
-=TresCom Developer=-
User avatar

Joined: Sun Nov 10, 2002 10:26 pm
Posts: 5290
Location: That country nobody likes (you know the one)
I was watching Shadefyre's tc level video and he mentioned that it was too bad that you couldn't
at least ride the dozer (even if in a straight line). Well, I tried that and came up with a test level
of that. I was just curious to see if it could be done -


Attachments:
File comment: Dozer
Dozer_Ride.zip [861.76 KiB]
Downloaded 7 times
Top
 Profile  
 
 Post subject: Re: Dozer Test
PostPosted: Mon May 20, 2019 3:51 am 
Offline
T-Rex Killer
T-Rex Killer
User avatar

Joined: Mon Dec 06, 2004 5:21 pm
Posts: 11603
Location: Portland, OR
Dude that is slick! Without checking T-script, I am guessing you gave it a physics axis-vector that simply made it go forward on a single axis? Or is it a force-push? It traverses the terrain perfectly.. tho if my suspicions are correct it will only work going straight or up-hill.

_________________
Image
Image Image T-Script Reference / Trespasser Millennium / JP Dark Secrets / Tres File Box


Top
 Profile  
 
 Post subject: Re: Dozer Test
PostPosted: Mon May 20, 2019 1:39 pm 
Offline
-=TresCom Developer=-
-=TresCom Developer=-
User avatar

Joined: Sun Nov 10, 2002 10:26 pm
Posts: 5290
Location: That country nobody likes (you know the one)
It primarily uses actiontype 10 (x,y,z) force and a stabilizing magnet to allow it to follow the terrain
changes. I refined/changed the triggers to better suit a puzzle I had in mind for future use though,
it actually came out better than I had hoped.


Top
 Profile  
 
 Post subject: Re: Dozer Test
PostPosted: Tue May 21, 2019 3:22 pm 
Offline
T-Rex
T-Rex
User avatar

Joined: Thu Feb 20, 2014 9:13 pm
Posts: 2772
Location: Canada, eh?
This is really cool, man. I can definitely see some applications for its future use, though I have different plans for executing vehicles. How exactly does the magnet work? I thought you couldn't have objects with moving magnets attached to them move at all without crashing the game.

_________________
Image
Return to Jurassic Park: A Trespasser Mod - Forum or ModDB | Trespasser HD | My Release Thread | Level Reviews


Top
 Profile  
 
 Post subject: Re: Dozer Test
PostPosted: Tue May 21, 2019 9:20 pm 
Offline
T-Rex Killer
T-Rex Killer
User avatar

Joined: Thu Apr 24, 2003 11:20 pm
Posts: 11410
Location: Lima, Peru
Hmmm... I think the only problem is rotating magnets (hinges). Standard magnets that just hold two objects together shouldn't be a problem (that's how they make breakable furniture in the retail levels, after all).

_________________
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 5 posts ] 

All times are UTC


Who is online

Users browsing this forum: No registered users and 5 guests


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 post attachments in this forum

Search for:
Jump to:  

Powered by phpBB® Forum Software © phpBB Group