DieFeM Posted March 31, 2020 Share Posted March 31, 2020 The "micro nudge" is normal, it is less noticeable as slower is the movement, the only way to get rid of it is making the train be an NPC, like vertibirds, and use snap points to mount the NPC's.But note that if the train is an NPC it will not follow the ramps inclination, it will only rotate in the angle Z. So for this end you would need a custom race, with a custom skeleton where you add the snap points, each snap point is controlled by a keyword, and the train mesh would be applied as skin in the body data of the train race (armor+armor addon, for example SkinTrainWhole + TrainWholeAA). If you are willing to follow the "NPC path" prepare yourself for taking a very close look at the vertibird skeleton and the vertibird turret script. The train has no moving parts, so the only you need for the skeleton would be a root node and the snap points, as many as NPC can mount at same time. Link to comment Share on other sites More sharing options...
DieFeM Posted March 31, 2020 Share Posted March 31, 2020 This is how it looks like using an NPC:PS: It is driveable until I approach the tower, then it is using TranslateTo and SplineTranslateTo. Link to comment Share on other sites More sharing options...
DiodeLadder Posted March 31, 2020 Author Share Posted March 31, 2020 Wow, the Archirym video looks really impressive! You do some crazy stuff. :laugh: Thank you so much for sharing this info. Looks like having it as an NPC to mount on for the player could be the way to go (well, if I could figure this out at all, lol). I'm going to try and see if I can get this working, maybe simplify some things. Hopefully I can add this to my tool set. I was testing a firefight between 2 running train cars, and for the enemies, I think it would be more interesting if they could move around on the moving platform. Anyway, thanks again! :thumbsup: Link to comment Share on other sites More sharing options...
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