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What I am trying to do is create a moving platform, similar to the lava bridge on Mustafar. It needs to operate on a timer, such that it loops over and over again. Unlike the Mustafar bridge, however, I need it to move sideways, and move the players that are on it too.
I have made a model in XSI with the collision of 'sbo' (soldier, building, ordanance I think, I looked into what I would need a long time ago, these are the ones I now use). And while the collision does work, if the platform moves across the player slides along it until they fall off. If I add a wall, they bump into the wall then begin stepping in the direction of movement.
What I need is a seperate world space within the object, so that if they stand in the object and the object moves, the player moves with the object.
Can I make it by using a different sort of collision in XSI, or do I have to basically make it a vehicle? If a player stands on a vehicle, for example, on top of an AT-AT, they move with it. How can I mimic this in an undriveable object?
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¤ Animating Collisions ¤
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RE: ¤ Animating Collisions ¤
you can make animations very well in zero editor WITH collision..........
- minilogoguy18
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RE: ¤ Animating Collisions ¤
you dont have to name it like that just name it collision and make it child to the bone that animates the platform and in the odf just define "collision" for soldier, building, ordinace and vehicle.
- [RDH]Zerted
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RE: ¤ Animating Collisions ¤
To move the player you have to push him with an object. I don't see how you can get it to work without making the person step in a direction. Make sure the animation doesn't move too fast. In instant action, pushing a unit with an object works fine, but in an online game, the units tend to slip through the moving object very often.
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When you stand on top of the AT-AT, you are in its local space. You do not stay in line with the world (the terrain) but you stay on top of the AT-AT. I'm trying to mimic this without making my platform a drivable vehicle.
Mini: The animation is done is ZE. I'm not sure if it will help if it is done in XSI, but I'll give it a try. I thought vehicle collisions were for vehicles colliding into objects, as opposed to passing through them (for example, soldiers canot pass through hanger shields, but vehicles can).
Zerted: That may be a problem, however what if I put multiple layers of collision? As in there would be more collision polygons inside the wall, so if it lags for a second and the player passes through the first, the next should catch it. And whenever you are standing inside a collision wall, it always bumps you back out.
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When you stand on top of the AT-AT, you are in its local space. You do not stay in line with the world (the terrain) but you stay on top of the AT-AT. I'm trying to mimic this without making my platform a drivable vehicle.
Mini: The animation is done is ZE. I'm not sure if it will help if it is done in XSI, but I'll give it a try. I thought vehicle collisions were for vehicles colliding into objects, as opposed to passing through them (for example, soldiers canot pass through hanger shields, but vehicles can).
Zerted: That may be a problem, however what if I put multiple layers of collision? As in there would be more collision polygons inside the wall, so if it lags for a second and the player passes through the first, the next should catch it. And whenever you are standing inside a collision wall, it always bumps you back out.
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- [RDH]Zerted
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I'm not sure. You can download the newer version of my elevator map to see what I mean: http://galacticbattlefront.rh.rit.edu/m ... elease.zip (15MB)
The cannon works fine in instant action, but almost never works in multiplayer. The player is never able to stay inside the box. Note: The level crashes the game when you switch from instant action to multiplayer or multiplayer to instant action. Restart the game and play the same mode again. It always worked on the second time for me. (I haven't released it publicly yet due to this wierd crashing problem)
The cannon works fine in instant action, but almost never works in multiplayer. The player is never able to stay inside the box. Note: The level crashes the game when you switch from instant action to multiplayer or multiplayer to instant action. Restart the game and play the same mode again. It always worked on the second time for me. (I haven't released it publicly yet due to this wierd crashing problem)