| 10-19-2003, 10:16 PM | #1 |
READ THE TITLE!!!! you know how we were having problems making it so you can see the gun in 1st person and the ugly hands of the model??? well i got a solution, this is a very easily incrippted trigger. Basically, make the player model invisible, and owned by the enemy, so you cant see it, and make the gun+hands model invisible and owned by you, that way, you see the hands, and they see the player model!!! |
| 10-20-2003, 02:35 PM | #2 |
are they usin the idea? i tihnks it ingenius |
| 10-20-2003, 03:00 PM | #3 |
1) The engine isn't fast enough to rotate a unit exactly as fast as the camera rotates, so some times the unit lags behind the camera, causing you to be able to see it from the side. Dismembered arms are not a pretty sight when viewed from the side. 2) If the unit is invisible and owned by the enemy that will be useless in games with more than 2 players, because only one player will be able to see only one enemy. 3) We don't want to waste even more processor power by having to control 2 units simultaneously. 4) Please never use "Omfg" and "Teh" in a sentance where you supposedely call yourself a genious =). |
| 10-20-2003, 03:32 PM | #4 |
Hmmm how bout shifting the camera higher to head level and putting it a little forward (change collision so it doesn't seem to go through walls when you run into them). Well, I guess if the guys of FPS mod thought this was a problem, it would have been solved anyway. Poin Numer Fall on TehEpigani's pos is absulotaly korekt |
| 10-20-2003, 08:31 PM | #5 |
ok then epigoni... fine then, use ugly hands that dont even have fingers, and camera clippings, as when the camera goes into the chest and stuff. I think my idea is good, and some of the faults you pointed out, can easily be fixed with triggers. second, i have never seen a unit lag behind like that, maybe on 200 mhz computers with an old tnt riva it happens, but most of us have atleast a ghz....If not, thats what minumum requirements are for, we are not trying to create a game that FITS most peoples requirements, but are JUST trying to create a game. So if they do get lag, its very common just for any game... |
| 10-21-2003, 02:40 AM | #6 |
The camera lagging behind has nothing to do with a computer's speed, it has to do with the fact that when you turn both the camera and tell a unit to turn, the camera simply turns faster. So if you "flick" the mouse, you can look at the front of your unit while it is turning. The issue of having to trigger 2 units at the same time is, Incredibly ennoying, especially since they will be colliding, and because it will double the calls the engine has to do every .01 seconds, that's a big difference. And finally, I never said it was a bad idea, it just doesn't work for our situation. |
| 10-21-2003, 07:48 PM | #7 |
Try playing with his idea a little. How about if GetLocalPlayer() == Owner of unit X: attach special effect to unit X. The special effect could be the hands + a gun like proudclod suggested. You can also set the vertex coloring of the unit to 100% transparency if GetLocalPlayer() == Owner of the unit, so he won't see him from the side. You will still see some disembodied hands, but you won't have to handle two units. |
| 10-21-2003, 08:58 PM | #8 |
great idea :D well, if we dont succeed then, than i will have to suggest 2d gun and hands(like delta force) This really stoops the graphical interface of the game, but its allot better than seeing blocks for hands and a square for a gun! |
| 10-24-2003, 02:47 AM | #9 |
units DO have a "turn speed" attribute... |
