GetAssista said:Exciting!
I hope that some day we would have computers able to run this w/o lag
Yes you are. An erotic one.Havoc said:Excuse me? I'm not a tool.
Cannon ball is a normal scene prop which is animated via script. All the cannon staff comes from old M&B, all I had to do in Warband was to spawn a bunch of boxes.Yoshiboy said:Is the projectile also a dynamic object? If you don't mind me asking how did you "fire" it as such. I'd love to implement as much physics as possible into Pirates! but I've not looked over it yet.
As I previously mentioned it is a normal scene prop, it doesn't have physics. However you can add velocity to dynamic object using 'position_move_blabla' and animating it. The only problem is that such an object will fly forever disobeying gravity until it hit something.How did you add velocity to the cannon ball? position_move_blabla ?
There was 512 boxes and it wasn't so demanding. Lag appeared due to movie recording, there was also more then 150 agents on the scene. What is more the movie was taken in slowmotion which means that boxes positions weren't updated in every frame.I hope that some day we would have computers able to run this w/o lag
Killing people with artillery was possible in old M&B. The cannon that you saw in video was running on 1.010 and its a deadly tool.wow man that made me dream for a second ... .. about seeing catapult partially destroye a keep / killing people ( for sure block need to hold more then these boxes...) or seeing a ram crushing rought the main gat ... or having balista on te battlefiel HAving someone creating a mode with those units would be simply epic
That's not a problem ofc. Adding vertical g acceleration is easy, and position_set_z_to ground_level helps determine if it hit the ground. The real problem is that you can't register if it hits static scene props by proper collision mesh applying, and AFAIK it's still not there in WBTul said:The only problem is that such an object will fly forever disobeying gravity until it hit something.
One question. A bit off-topic, but still... How did you make the player to "use" the cannon, I mean, how do you make the player to stop controlling himself, move the view to the back of the cannon (mission_cam_set_mode?), etc.?Tul said:The cannon that you saw in video was running on 1.010 and its a deadly tool.