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Playable Fallout Mech


devinpatterson

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I don't know how I feel about stepping on people, I don't wont to hurt nearby follower by accident....... one a little kids dog.....I feel this should be an attack option only.....like have it normal walk, and then give the option to stomp the ground.

 

 

I think mention the same bug a few weeks back......

 

 

Also think we should start debating a new mech look. I say change it to a Sentry bot (Fallout 2) :

 

http://img2.wikia.nocookie.net/__cb20130404043426/fallout/images/8/88/MAROBTAA_se.gif

Edited by jesterskull25
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what can I do?

In regard to scripting only or in general? For scripting I don't have anything right at the moment, just looking for some time to do the models and some hud textures.

 

If you mean anything, than xml (hud), would be useful

 

at least some scripting will be required for the weapons right? button presses, HUD interfacing, etc?

Not a whole lot for weapons (hotkey to select a particular one. But that's not really more than 15 or 30 seconds of work). Having the weapon currently equipped display on hud would look good.

 

Is it possible any parts of our (or your mod".....") mod can help this mod"?

They are using different methods, so what we're working on here doesn't carry over to well to his mod. But when we start on non human mechs there are some assets that may be of use.

 

but our mech can step on people :-) what are your thoughts about my implementation of this feature? any suggestions, bugs, complaints? I know it isn't perfect at detecting NPC's but it works pretty good yea?

I'm afraid I havn't had a chance to test it yet. But either way one of the two methods should work fine (yours or actor effect, touch).

 

i found a bug where the mech can go through overhangs.

It might be a bug, but it's more likely to be taller than the col meshes or col meshes are incomplete on some landscape features.

 

 

I don't know how I feel about stepping on people, I don't wont to hurt nearby follower by accident....... one a little kids dog.....I feel this should be an attack option only.....like have it normal walk, and then give the option to stomp the ground.

We can use addScriptPackage to add a follower package that is much further so they aren't under foot (for followers). But basically a gigantic machine will crush things it steps on.

 

I think mention the same bug a few weeks back......

I wouldn't call it a bug. A bug is a error, fault etc. This is an effect that enhances the illusion of the mech experience.

 

Also think we should start debating a new mech look. I say change it to a [/font][/size]Sentry bot (Fallout 2) :

 

http://img2.wikia.nocookie.net/__cb20130404043426/fallout/images/8/88/MAROBTAA_se.gif

I can totally understand wanting various models for mechs. But if your not familiar with making a new model and it's corresponding animations, you don't really have a perception on how much work that would be. The armor's model can be tweaked somewhat and the head can be placed further down in the chest, but we don't have a FO2 sentry bot, nor do we have animations for one. Our models will most likely be based (at least to some extant) on existing fallout models, until I can learn to animate.

 

 

It's possible something like the SM animations might be a bit closer, but they won't be very mechanical, nor will they be trouble free as they'd require converting to a custom race to use them (in particular their skeleton) as per armor.

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I can do a test on NPC's to see if they are friendly/neutral/essential, and if they are make it so they only get knocked over. Right now about 35% of the time (its a rnd number) the NPC will get knocked over when they get close to the mech and it is moving, 65% of the time it is possible to step on them.

I looked at gribbles Radar mod to better understand xml and how geck interfaces with it, but I don't really get it. In order to do any real work on the HUD we will need someone to do some art.

Is there anyone who is good at art?

DevP, do you want to use the power fist method with custom weapons? If you take a couple power fist weapons, scale them up, and add a projectile node we can very easy implement weapons. I will request someone to do this today. Hopefully someone will help.

Edited by irswat
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I can do a test on NPC's to see if they are friendly/neutral/essential, and if they are make it so they only get knocked over. Right now about 35% of the time (its a rnd number) the NPC will get knocked over when they get close to the mech and it is moving, 65% of the time it is possible to step on them.

Sounds like a good ratio (knocked over vs stepped on). At first glance I wouldn't implement a non-hostile filter unless we make it a sort of cheat mode, simply because it seems unrealistic. But maybe gameplay will demand one.

 

I looked at gribbles Radar mod to better understand xml and how geck interfaces with it, but I don't really get it. In order to do any real work on the HUD we will need someone to do some art.

OK I'll try and take a peek at it.

 

DevP, do you want to use the power fist method with custom weapons? If you take a couple power fist weapons, scale them up, and add a projectile node we can very easy implement weapons. I will request someone to do this today. Hopefully someone will help.

 

A much easier and better method is simply to use a full weapon form. The model itself can even be non existent, simply blank. The actual model will be rigged as armor to the mech. This allowas all functions of a standard weapon along with a persistent model on the arm, hand, should etc.

To expand a bit on that previous answer;

 

We don't need to scale them. We don't want to simply have a projectile node on a melee weapon, we want to retain all the player weapon animations (from grip to attack animations). In addition you want all models to be rigged as armor so that they show on the mech whether currently equipped or not. The actual model in the weapon form can even be invisible (ie all meshes erased, all nodes retained) if need be. This allows the full weapon animations like the attack, recoil etc.

 

That may seem a bit convoluted if you havn't worked with weapons and their animations, so feel free to ask any questions if it's not clear.

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i have done modelling back in the day, rhino 3d, but i dont know very much. Couldn't we just make a hand canon, then it really is a weapon form, and would retain all the functionality of a weapon. I'm just mentioning that a power fist could make for a good hand canon, but we need a bigger model to scale with the mech

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i have done modelling back in the day, rhino 3d, but i dont know very much. Couldn't we just make a hand canon, then it really is a weapon form, and would retain all the functionality of a weapon. I'm just mentioning that a power fist could make for a good hand canon, but we need a bigger model to scale with the mech

 

I'll be making lots of weapons, hand cannon, arm cannon, arm rail gun, shoulder mounted missile battery etc. All will be weapon forms and retrain full functionality. The powerfist or a power fist may be the model for a hand canon. But to keep them persistent and always displayed on the mech a dummy model is rigged to the armor and the weapon's model is altered so the mesh isn't visible (allowing the dummy model to show). But I can't do that from work, thus it's a weekend project.

 

You don't need to scale the model, it will scale along with everything else. If you scale it up 3.3X then when it's displayed on the mech it will actually be far too large (scaled 3.3 by the script then the mesh is scaled 3.3).

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