Skybox picker doesn't pick non-camera objects?
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- Cutmanmike
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Skybox picker doesn't pick non-camera objects?
Hmm, i'm trying to make some sort of drivable spaceship using a skybox skypicker on the actor. But it doesn't seem to work with it. It works with other cameras so why doesn't it work with anything else?
And I don't want to use the "setactor position, delay 1, repeat" method because it's way too jerky. Is there some way around this or do I have to feature request and wait?
And I don't want to use the "setactor position, delay 1, repeat" method because it's way too jerky. Is there some way around this or do I have to feature request and wait?
- Macil
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Re: Skybox picker doesn't pick non-camera objects?
Would an Actor Mover work? If you wanted to set its path in real-time, you could just have it set to use 4 interpolation points, and move the points it hasn't started going to to its intended path, and when it passes one, move that one up to the next spot, etc.Cutmanmike wrote:And I don't want to use the "setactor position, delay 1, repeat" method because it's way too jerky. Is there some way around this or do I have to feature request and wait?
- Cutmanmike
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Yeah but the problem is I want it actually drivable, as in you're in the cockpit able to turn left/right and be able to go up and down. Really basic since it's just an overworld type thing. But I can't use a camera because it's a model that's moving and you can see the rest of it out the cockpit.
Looks like i'd better request.
Hmm I wonder if it would work if I inherited from the camera object? Better try that later.
Looks like i'd better request.
Hmm I wonder if it would work if I inherited from the camera object? Better try that later.
- David Ferstat
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Hmm ... you've probably thought of this, but, just to make sure ...
Have you considered creating a custom hud, with a cockpit graphic to replace wour weapons, and then turn off the gravity in your map. This way you can move freely, and the view will match your movements without any hacks or scripting.
Have you considered creating a custom hud, with a cockpit graphic to replace wour weapons, and then turn off the gravity in your map. This way you can move freely, and the view will match your movements without any hacks or scripting.
- Cutmanmike
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Well if you didn't need the vehicle to be drivable and allow the players to freely explore it at the same time, you could use [wiki]SetActorPosition[/wiki] to move the model when they stop and use DF's method of replacing the HUD when they're moving.
If nothing else you could say the vehicle has a safety and refuses to move unless all passengers are strapped into their seats.
If nothing else you could say the vehicle has a safety and refuses to move unless all passengers are strapped into their seats.

- Cutmanmike
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- Apothem
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If I remember correctly, you should be able to use changecamera to change your view to any object in the game, I remember doing it with a cacodemon on some camera tests a while back. With that in mind, you should be able to just assign your view to whatever (even a projectile) and do what you need to.
- Cutmanmike
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Changecamera works, but I don't want that.
I got it working anyway so here's a sneak preview with my friend trying to ram me with the thing.
For some reason it doesn't look right when I coopspy but it works when you're actually playing.
I got it working anyway so here's a sneak preview with my friend trying to ram me with the thing.
For some reason it doesn't look right when I coopspy but it works when you're actually playing.
- MasterOFDeath
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- Cutmanmike
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That's what i've done. My friend on coop is driving it, but coopspy displays it wrong for some reason.Arcane wrote:Heck, you could probably do a "press space to enter vehicle" that'd warp you to a room that looks like the vehicle interior and has cameras as the windshields.
Gradius 3 on the snes.What is the music anyway?