Toshiba-3 on Thu Jan 28, 2016 1:13 pm
Spent two more days trying to find a way to get that non-euclidean trick working. No luck at all. Actually I noticed how much more primitive C1 physics actually are in comparison to C2 and it's a bit of a bummer...
You can't include bboxes into one another (tried to make a chain for example). With that min/max coord defined bounding boxes plus a handful of additional coords, you can't achieve interesting stuff at all. There's no keyword at all like TUMBLE, DRIVEABLE_ON, etc.
Seems like noncars might have crush datas though. Haven't tried yet. Could lead to smashable-like effect if it proves true.
Also C1 seems to have a hard time staying consistent with pivot position within parent-children hierarchy. On that note, Harm, I struggled to try (and failed) to have proper parent-children actors/noncars in C1 via your script. The children would always appear at the track's origin (plus the initial offset from its parent's origin) in PT2 and then C1. Inserting a child via PT2's function worked however. I don't know, maybe I did something wrong. I heavily rely on hierarchy when I make cars so I don't know what went wrong here or if it can even be compared to what I do with cars.
Played a lot with grooves as well and here I noticed something very nice IMO. The two trigger values 'constant' and 'distance' are a bit misleading (or at least *I* have been misled). I always expected 'constant' to do its job and make the actor move constantly no matter the distance from it. And well 'distance' was supposed to animate the actor only when you were approaching it closely.
Well when it comes to visual animation it's the opposite. Sure 'constant' makes the game keep track of the state of the animation constantly while 'distance' will only resume processing the animation once it's in view. But 'constant' also displays the animation at a very short distance, something like 5 or 5.5 BRU, 'distance' triggers the animation as soon as the actor is drawn (which can be 35 BRU by default, or more if you increased the YON).
This 'constant' anim display distance is awesome. By the way, it's the distance between the
camera and the actor's
pivot. Using the 'flash' movement attribute with -1 as cycle-per-second, it's possible to make
solid assets pop up in front of you or behind you. Disappear too. (It's also possible to make objects teleport via 'straight' path I think, by completing the three coordinates of the movement offset)
Example: imagine a tunnel leading to a small arena with the Suppressor, as you advance toward the room you don't realise you pass over a fence as it's hidden above the ceiling. However its pivot is placed much further along the tunnel (like 7 BRU further) and approaching that pivot triggers the groove which places the fence in the tunnel and blocks the escape (as collisions are updated), you're trapped! End.
Ah yes, noticed as well that scaled-up/down noncars regain their original size once triggered (both C1/C2). Can be useful for creative effects too.