Drone GunShip (Early Alpha Release)

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Re: Drone GunShip (Early Alpha Release)

Post by Rebel »

Download 'Portable' Drone Controller Version: https://www.mediafire.com/file/yygomrre ... a.zip/file

There's a few things one needs to know;

In order to get Anne to point her finger, you must first pick up the portable controller and then drop object,
obviously drop it so that it doesn't flip or tumble over. To undo Anne's finger-point, poke her finger into the
side of the remote controller (doesn't matter which side or back to get Anne's hand to return to normal). It
should take but a second or two. Repeat process (pickup, putdown) to finger point again -

Controls:

The UP Arrow on the remote is ascend, the DOWN Arrow is descend. This is the opposite of the static con-
trol console.

Due to a model's $ limitation, I finagled a way to get the 'auto' control to either send the drone flying level
and straight, or in combination with the 'hover' mode, the auto control can then be used to rotate the drone.
The drone will continue to rotate until you hit the 'auto' button again to stop it. If you've missed your desired
position, you would then hit the 'hover' button again and repeat the process.

*In normal flight (not hover mode), hitting the auto button will fly you level and straight. In hover mode, the
auto-button will rotate the drone, continuing until you hit the auto-button again (you must stop the rotation
before continuing on to flight.

Pointing accuracy. The grf imported Anne (such as tatu mentioned a while back with Anne's misalignment)
appears more accurate, but as pads have always been, these controls are still subject to off the mark touch
inaccuracies. When going for direction arrow controls it's best to aim for the tip of each arrow and if aiming
for buttons slide slightly to either side for better alignment to avoid setting off an arrow control

Crouching: Yes, in order to operate this with proper height alignment you have to crouch. Probably sounds
like a pain in the ass (though it isn't), but I tested an earlier model without height stand and it was just impos-
sible to operate on the ground (you couldn't accurately hit anything!). On the other side of the coin, making
it high enough for Anne to stand would mean that you couldn't carry the damn thing.

Closing ('cause it's past my old man bed-time), the version uploaded uses GRF ANNE. If by chance someone
does decide to use this and using a TPM_IMPORTED ANNE, you would have to rearrange the $models. I have
included images of both $model positions within the zip.

Below shows the differences of where I needed to place the $models between Anne's grf and tpm imports. The
version as I previously mentioned above that was uploaded uses GRF ANNE.
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TPM ANNE ($MODEL LAYOUT)
TPM ANNE ($MODEL LAYOUT)
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GRF ANNE ($MODEL LAYOUT)
GRF ANNE ($MODEL LAYOUT)
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Re: Drone GunShip (Early Alpha Release)

Post by tatu »

Really cool stuff here! And glad to see that me finding out that Anne issue and GRF solution is used by people :D
Active project: Trespasser: Isla Sorna
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production

"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
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Re: Drone GunShip (Early Alpha Release)

Post by Rebel »

tatu wrote: Fri Feb 02, 2024 6:40 pm Really cool stuff here! And glad to see that me finding out that Anne issue and GRF solution is used by people :D
I notice your research, tatu, even when I perhaps do not comment on it. ;)

I was thinking about slapping some teeth on the drone's nose like the old WW2 fighter planes (P51s?).
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Re: Drone GunShip (Early Alpha Release)

Post by Draconisaurus »

Nice teeth...

Got around to this latest version. When you posted about it I felt that I'd rather stick to a stable control platform than a portable controller... I was a little confused, but ingame I found out it was larger than I expected. And, quickly discovered the benefit: if the drone goes far away while you're struggling to return it, you can just walk over to it...
The controls still seem to be being fine-tuned? Often it seems the drone itself isn't doing what the overlay text says is happening. As yet I've been unsuccessful to rotate the drone and have it fly back towards me. At least once, tho I think more, when telling the drone to hover it still has some horizontal movement. That would seem to be to be some scripting thing fixable?
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Re: Drone GunShip (Early Alpha Release)

Post by Rebel »

Draconisaurus wrote: Sat Feb 03, 2024 5:12 pm Nice teeth...

Got around to this latest version. When you posted about it I felt that I'd rather stick to a stable control platform than a portable controller... I was a little confused, but ingame I found out it was larger than I expected. And, quickly discovered the benefit: if the drone goes far away while you're struggling to return it, you can just walk over to it...
The controls still seem to be being fine-tuned? Often it seems the drone itself isn't doing what the overlay text says is happening. As yet I've been unsuccessful to rotate the drone and have it fly back towards me. At least once, tho I think more, when telling the drone to hover it still has some horizontal movement. That would seem to be to be some scripting thing fixable?
Hi, Drac. That's likely because you're hitting multiple controls. Slide to the left or right to use the buttons (that's prevent you from inadvertently striking either the left or right horizontal control arrows). Practice!
I do can do it all fine now, but there is a learning curve. If you want to rotate, hit the hover button, then hit the 'auto' button once. Right before you hit your desired rotation mark, hit the 'auto' button again. The
Drone is still in hover mode. If you hit the 'auto' again, it'd fly straight out (and in the original direction). Since you've rotated the Drone, you'd want to slide to the left and hit the 'mode' button to change the direc-
tion that the Drone is now facing. You can either ascend from that point, descend, left or right, or if you hit the 'auto' button it'll fly straight and level at you. If you wanted to ice yourself, while the drone is comin'
at you, hit the 'fire' button. ;)

* If you want to add the drone teeth, so long as you didn't move the drone, just import the tpm file. It's a CEAttached model, you can't see it inside of tresed with the 'c' key
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Add drone teeth
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Re: Drone GunShip (Early Alpha Release)

Post by TheIdiot »

I haven't had a chance to try it yet, but I'll let you know how it works out for me. The controls seem to make sense, looks like it might just take some messing around. Maybe there could be a pilot's manual in-game with the drone?
Rebel wrote: Fri Feb 02, 2024 7:34 pm I was thinking about slapping some teeth on the drone's nose like the old WW2 fighter planes (P51s?).
That's actually awesome, very fitting for a drone in a JP game. 8) You're probably thinking of P-40s, those are the American fighters that are most often seen with the shark mouth. They were seen on other aircraft as well, though. I will note that the lower part of the mouth should have a red fill to completely recreate the look and they usually have an eye painted on as well:
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Re: Drone GunShip (Early Alpha Release)

Post by Draconisaurus »

I'll have to fiddle around more in the next release...
TheIdiot wrote:Maybe there could be a pilot's manual in-game with the drone?
Huh that might help.
TheIdiot wrote:That's actually awesome, very fitting for a drone in a JP game. 8)
Hmmmm due to dinosaurs? You saying this now reminds me of the JP Series 1 toy:
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Re: Drone GunShip (Early Alpha Release)

Post by Rebel »

Put a few hours into trying to create a reasonable facsimile of your toy, Drac, but I don't know if I'll feeling like finishing it. I highly doubt
that anyone would use it anyways.
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Re: Drone GunShip (Early Alpha Release)

Post by Draconisaurus »

Whoa that looks great!
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Re: Drone GunShip (Early Alpha Release)

Post by Rebel »

Draconisaurus wrote: Mon Feb 05, 2024 5:18 pm Whoa that looks great!
Thanks, Drac. Likely the most work I'll do on this is below. I suppose it could be used as another attach drone. Anyways, going to go and watch Homer now and munch on some pumpkin seeds. ;)
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Re: Drone GunShip (Early Alpha Release)

Post by Rebel »

Link removed. See post 2 below this one for latest version:

New drone, new console control layout. Most of it is self-explanatory so I won't go over it. Regarding rotation,
enter hover mode, as textover explains, hit the rotation while in hover mode and once desire location is struck
you hit the rotation button again to stop rotation.

Speed of drone is set relatively low, but one can easily change that to a desired speed by simply upping the Y'
values inside of the direction triggers (found behind Anne at edge of terrain). Other triggers associated with
the drone can be found on the Hill directly behind Anne.

*Drone Copter is based on Draco's toy, so it seemed appropriate to give the drone a Draco inspired name. ;) A
last note, this thing looks like some giant mean bug when it's coming at you.

** All movement triggers are setup for the drone's current orientation. If said orientation is changed, then that
requires all movement triggers (specifically, X, Y, values) to be changed appropriately. Just giving a head's up
on this in case anyone ever uses it.

*** As noted in textover, it may take a few times for the drone to do a straight up vertical takeoff (I imagine this
is due to it contacting the ground (which triggers a collision stop trigger). Feel free to fiddle around with cur-
rent setup, seems good to me, but that's my take. Anyways, I'm pretty much finished fiddling with this myself.
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Re: Drone GunShip (Early Alpha Release)

Post by Draconisaurus »

Great model! Mouth turned out well.

Hmmm, I couldn't get the copter to rotate with the rotate button. It started rotating when I pushed the uh... the button under the Mode button. But overall I seemed to have more control this time. Got it to fly around, then return to the pad and land. Pretty slick.
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Re: Drone GunShip (Early Alpha Release)

Post by Rebel »

Draconisaurus wrote: Sat Feb 10, 2024 5:33 pm Great model! Mouth turned out well.

Hmmm, I couldn't get the copter to rotate with the rotate button. It started rotating when I pushed the uh... the button under the Mode button. But overall I seemed to have more control this time. Got it to fly around, then return to the pad and land. Pretty slick.
For rotation, go into hover. Then hit the rotation button once, Drac. It'll take a few seconds (and after the text-overs) before the drone begins to rotate. Then
hit the rotation button again to stop the rotation (stop rotation just before your desired position). Thanks, for checking it out. ;)


@Edit: I've removed all older links and now unrelated text. I somewhat feel like an idiot for releasing 3 different versions in one night, but several things were
bugging me and I had to this finish up with this little project.

Drone_Copter_3 (Final Release): https://www.mediafire.com/file/brki3w0d ... l.zip/file

Fixed out of sequence text-overs (sometimes displayed wrong msg during rotation)
Disabled litup effects for when buttons/arrows are inactive (while not in flight mode (Ascend and Ascend Arrow do light up for take-off,
as they should))
Fixed landing trigger (last 2 actiontypes were misnumbered (were not executed))
Upped speed 1 click for flight movements, 2 clicks for flying straight and level (vertical descent & vertical ascent remain the same)
Slowed rotation speed to make it easier to make an accurate halt to said rotation

I now consider the project closed on my end. Feel free to experiment and/or change whatever you'd like. I have to return all of my
attention back to that dirty word, work. :(
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Re: Drone GunShip (Early Alpha Release)

Post by TheIdiot »

Right. So I finally decided to test this one out before bed. I'm amazed that this actually works as well as it does, once I got the "Mode" button figured out the controls are surprisingly good. I didn't have any real problems other than the text occasionally showing as "Drone is rotating" when it wasn't. Spent the better part of 20 minutes trying to shoot myself and only managed to score hits on the control panel. I feel like with more guns to fire it might be a bit easier to hit targets, especially if there was a small amount of dispersion and the guns fired much, much faster. This is totally awesome, though. I'll have to delve into the triggers later and see what you've done here. Makes me want to make an RC pteranodon as part of a puzzle or something. :P I guess this could potentially be applied to create a remote-controlled land vehicle as well?
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Re: Drone GunShip (Early Alpha Release)

Post by morningstarring »

TheIdiot wrote: Tue Feb 13, 2024 5:53 am Right. So I finally decided to test this one out before bed. I'm amazed that this actually works as well as it does, once I got the "Mode" button figured out the controls are surprisingly good. I didn't have any real problems other than the text occasionally showing as "Drone is rotating" when it wasn't. Spent the better part of 20 minutes trying to shoot myself and only managed to score hits on the control panel. I feel like with more guns to fire it might be a bit easier to hit targets, especially if there was a small amount of dispersion and the guns fired much, much faster. This is totally awesome, though. I'll have to delve into the triggers later and see what you've done here. Makes me want to make an RC pteranodon as part of a puzzle or something. :P I guess this could potentially be applied to create a remote-controlled land vehicle as well?
haven't had much time to look at this or other modding stuff recently. Hopefully soon. when I was messing around with the helicopter physics and from other past experience. collisions with terrain and other objects tend to make the moving object spinning/rotating out of control. but maybe i'm overlooking something. someone needs to figure out how to invent wheels in trespasser lol!
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