sterlino on 22/9/2006 at 09:33
ehmm... it's about 2 hours that i'm searching a new tree obj , i'm building a new one by my self (that i will post it i'll swear) but before i wanna know about other's work done. Can someone help me to find them ?? i know they are around..
Ottoj55 on 23/9/2006 at 12:19
i figured out today how to do an object with two rotating joints, i have a generator now that has two spinning wheels, like they are connected by a belt, the set up
base object name: aa
subobject 1: @s00bb
subobject 2: @s01cc
joint 1: @x00aa2500
joint 2: @x01aa2500
that means we have three objects, the base and two sub objects. the base is object aa, the subs are object bb and cc, the @s00 denotes sub object one, @s01 denotes sub object two.
then in the tweq joints turn on both joint one and two, viola, you'll have two joints that work. i guess you could have even more joints. now if only you could attach a subobject to a subobject.
sterlino on 26/9/2006 at 08:47
- Otto, in my last mission released (assault at the Gas Station) there is a mech box that
has 2 joints instead 1 as the normal footlocker, i created that but i wasn't able to make it
worker properly. The two joints are setted as ON and OFF set but only one of those it work as
expected. In few words: the box has two wings, both can be in the open position but only one
can be in closed position again. :(
Sluggs on 26/9/2006 at 13:53
Try the "DoubleButton" script and check "Don't Inherit"
Schwaa2 on 24/11/2006 at 20:15
Quote Posted by Ottoj55
i figured out today how to do an object with two rotating joints, i have a generator now that has two spinning wheels, like they are connected by a belt, the set up
base object name: aa
subobject 1: @s00bb
subobject 2: @s01cc
joint 1: @x00aa2500
joint 2: @x01aa2500
that means we have three objects, the base and two sub objects. the base is object aa, the subs are object bb and cc, the @s00 denotes sub object one, @s01 denotes sub object two.
then in the tweq joints turn on both joint one and two, viola, you'll have two joints that work. i guess you could have even more joints. now if only you could attach a subobject to a subobject.
I wrote a tut on this a few years ago (LPG)
You can have up to 6 joints per obj. Or you could have something like 3 sub objects, each with a sub-object of it's own (6 joints)
I haven't had luck making more than one sub-obj/sub0obj.
in other words, you can have a shoulder base, an upper arm and a forearm, but you can't add a wrist.
Sterlino, You can have to doors that open, but it's a bugger to make them work. You do need to use the DuobleButton script. But you have to make sure each axle is the correct way and you have to mess with the joint settings and get them just right. Then you'll probably have to have an Ai frob the object once to set it's position at the satrt of the game.
I have a new 'toilet pull' for my new toilets, it has 2 joints and works like this. It'll be in TTLGv2 which I plan to release within a week or 2.
R Soul on 25/11/2006 at 19:01
The names look okay. You should be more specific about what's going wrong.