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FPSC Classic Product Chat / Limb Detection for Trees :)

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Conjured Entertainment
AGK Developer
20
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 14th Feb 2011 18:19 Edited at: 14th Feb 2011 18:21
Okay, so when they said limb detection, I thought they meant like limbs on a tree. (just kidding)

But seriously, I have been wanting to blow entites apart piece by piece for some time now, and this new limb detection will make that possible.

Here is a WIP of a tree that I am working on... (I have the other limbs animated, but not scripted yet)



   Conjured Entertainment

 WARNING: Intense Madness
RelMayer
18
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Joined: 14th Apr 2008
Location: France
Posted: 14th Feb 2011 18:32
It rocks, keep it up !

Please apologize my bad english, I'm French.

ELDORA Rocks !
defiler
17
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Joined: 4th Apr 2009
Location: Canada
Posted: 14th Feb 2011 18:37
amazing!

Current Project: Lost Contact: Chapter 1
Seth Black
FPSC Reloaded TGC Backer
21
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Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 14th Feb 2011 18:46
...good work.

I see all kinds of possibilities for this newest feature...

Conjured Entertainment
AGK Developer
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 15th Feb 2011 01:37
It's gonna get a bit complex on all of the combinations of the order the limbs are shot off, but a few local variables will help sort that out.
This first tree will be animated simple with straight forward animations.
I do have plans for a more elaborate set of animations though, and I'll be randomly picking a variation for each limb shot.
That will be a lot of animations though, and even more scripting, so it will be later on.

Imagine a few of these bad boys between some enemies and allies. (should be intestingly damage filled fun)
I wonder if the new fpi condition works on just player shots or any shots? (I'll have an ally shoot my target tomorrow and find out)
I want to shoot the legs off a chair too (for hanging outlaws like Blondey or Tuco), so the trees are just the beginning.


Thanks for the positive feedback guys, and I should have more progress on this soon. (maybe I should have put this in the M&M forum instead of chat)
I'll start a proper thread there when I have all the animations done, if a Mod hasn't moved this one by then.

   Conjured Entertainment

 WARNING: Intense Madness
Woolfman
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Joined: 19th Sep 2007
Location: Cave
Posted: 15th Feb 2011 03:03
Very nice waiting to see more.
EGG HEAD OF DOOM
17
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Joined: 21st Sep 2008
Location: The Hacked Hospital Lobby
Posted: 15th Feb 2011 03:29
I wonder when an official model pack will come out that really implelents the limb detection features (hint, hint)

great work by the way.

xplosys
20
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 15th Feb 2011 14:25
Very cool! We'll have to think up some uses that progress the game, though random, useless violence can be great fun.

Brian.

... and the band played on.
Nickydude
Retired Moderator
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Location: Look outside...
Posted: 15th Feb 2011 15:15
Couldn't you do this sort of thing for pillars? A bit like ButterCutter did?

Conjured Entertainment
AGK Developer
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 15th Feb 2011 15:29 Edited at: 15th Feb 2011 16:30
Quote: "Couldn't you do this sort of thing for pillars? A bit like ButterCutter did?"

Yeah, for any entity.
That is why the possibilities for this new feature are endless.

We are limited to only 6 limbs because it was intended for characters. (head - torso - right arm - left arm - right leg - left leg)
However, by using local variables for a shot count, each limb could have many different animations for a variety of effects.

I made a booboo when animating my tree limbs by making them have to be shot twice to knock them off.
I should change it to only one shot per branch, because the combinations of shots are a lot less that way.
For instance, if I shoot off the top branch, then there are 3 other combinations for the remaining branches.
The same goes for all the other branches, and for any two shot off there are two combinations for the remaining branches.
By having the branch hanging then requiring another shot to knock it off, I have increased those combinations drastically.
If the first branch if hanging, then there are the other three branches to be shot, and another possibility of shooting the first one off.
When you consider how many limbs could be hanging or knocked off each shot it gets out of control.
So, I am going to change the animations on the next tree I make so it will be less complicated.
For now, I am keeping the animation that I have done for this tree, but I will have to correct this issue in the scripting by combining the two animations for each limb.
I was going to work on it more today, but I am behind on my research paper, so this will have to wait.




   Conjured Entertainment

 WARNING: Intense Madness

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