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Old 02-22-12, 04:39 AM   #794
Vanilla
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Join Date: Nov 2006
Location: St. Petersburg, Russia
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Quote:
Originally Posted by TheDarkWraith View Post
I've been battling this problem for over 8 months now I have great waypoints for crew running to front of ship on crash dive and they all run and take their positions but they turn going through every compartment. I even have crew running to deck gun when you ask for it to be manned...same problem though they turn at every compartment break

Picking problem solved by using bounding spheres and those that passed the bounding sphere check get sent to the 'heavy' checker - checking each individial triangle for intersection. The only problem with this is you have to click on a part of the object now. Take for instance the cranes on King George V: they have space inbetween the links for the crane. If you manage to click on this empty space it won't be 'picked'. You have to click on some part of it like the links or the body of the crane itself.
Well, I can make them running to the front without turning at the end of a compartment using the method I posted. I think (or more precisely I thought) it works this way: when teleporting the char should first adopt receiving waypoint orientation (that is facing away from the blue X-axis) and only then appear on the new waypoint this is why they do not turn when going to the back. By using a special 180 degrees rotated waypoint we can force them not to turn when going forward.
Then, however, I discovered that this is not true when it all happens inside a compartment. For example: I teleport a char out of his bed (or use animation of jumping out) and onto a 'path' waypoint, then I order him to go to the front, or make 'jumping out' a transition animation and use 'Goto' command straight from the bed. Guess what happens, this time he doesn't turn before the teleport as in the cross-compartment case but instead teleports straight away and appears on the initial 'goto' path waypoint always facing towards the stern no matter the orientation of all the waypoints axii or anything else, then he naturally turns to face the next waypoint and only then starts his walk or run. I have no clue why he should always appear on the waypoint facing to the stern it is weird since if you make a character appear on a rotated waypoint he will initially appear on it turned in accordance with the waypoint orientation moreover the animation he does on it will be turned it accordingly, I guess it is the path-finding algorithm that forces him to face towards the stern and it is somehow connected with the parent bone orientation. My other thought was that at the end this all boils down to the particular animation orientation since 'walk' or 'run' animations don't force chars to turn at the end while other animations have 'hard-coded' orientation. But then the animation is played with the waypoint orientation. The only thing that is left is to try to turn the parent bone i.e. to create a duplicating set of waypoints complete with a new parent bone with everything rotated 180 to make the algorithm think that I am teleporting char not inside one compartment but rather between two separate ones, but then I am almost sure this will cause the char to rotate in bed before teleporting.

Last edited by Vanilla; 02-22-12 at 05:13 AM.
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