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hacky sac |
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Sirex Cookie
Registered User
Join date: 29 Jan 2006
Posts: 103
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02-01-2006 03:17
anyone intrested in coding a simple hacky sac implementation ? - is this possible via a known set of animations, and fixed positioning of the players ? (or working out the tragectory on the fly, if you want to get really fancy).
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Jolan Nolan
wannabe
Join date: 12 Feb 2006
Posts: 243
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02-20-2006 11:58
I don't see why this wouldn't work, though I'm no coder
![]() I hear you can set bouyance for anything under 2m in size so a light ball and some key bindings with custom animations might do the trick. - Jolan |
Logan Bauer
Inept Adept
![]() Join date: 13 Jun 2004
Posts: 2,237
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02-20-2006 12:05
Well, while I'm not a very good coder, I see one at least minor hindrance - Your AV's arms and legs don't really collide - for all intensive purposes and as far as collisions are concerned you are an egg, meaning you can't run a kick animation and then have your leg collide with the hacky sack. However, I think it's still possible and a neat idea. I'd try llTakeControls, then have the hack come towards the AV at either the front or one of the sides, and then depending on which key you press and if you press it quick enough, you will run the appropriate kick-animation...
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Sirex Cookie
Registered User
Join date: 29 Jan 2006
Posts: 103
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02-21-2006 01:45
yeah. thought it might be nice.
is this egg situation anything that havok 2 might help fix ? -- prehaps you could fake the ball hitting the av, so the animation itsself has its own ball ? so.... A -----------B | C-----------D from A to B the ball is real, once the ball hits the minimum range, a fake one is used for C to D(the player) and back to C on the outward path. sounds a bit washy to me. but maybe its doable. |
Satchmo Prototype
eSheep
![]() Join date: 26 Aug 2004
Posts: 1,323
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02-21-2006 06:43
I remember playing hacky sac in "Summer Games" for the C64 and it was a lot of fun. I think and hope someone would hack that together in SL. There are definately collision problems, so you'd have to design it in a way that was more about timing and less about collision.
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Calix Metropolitan
Registered User
Join date: 10 May 2005
Posts: 212
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02-21-2006 06:59
I don't see why this wouldn't work, though I'm no coder ![]() I hear you can set bouyance for anything under 2m in size so a light ball and some key bindings with custom animations might do the trick. - Jolan Custom animations...have fun playing with poser ![]() _____________________
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Jolan Nolan
wannabe
Join date: 12 Feb 2006
Posts: 243
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02-27-2006 17:38
Could you have transparent prims attached to your knees and feet that would collide with the ball? And if animations allow, have one to lift the leg partially, one to lift it higher (knee or foot) and one to twist to the side.
Down-Up Up-right Up-high - Jolan |
Zapoteth Zaius
Is back
![]() Join date: 14 Feb 2004
Posts: 5,634
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02-27-2006 18:14
Could you have transparent prims attached to your knees and feet that would collide with the ball? And if animations allow, have one to lift the leg partially, one to lift it higher (knee or foot) and one to twist to the side. Down-Up Up-right Up-high - Jolan AFAIR, attachments go phantom. You could have it detect when something hits it I should think, but I don't rate the chances of the information being relayed in the time needed for the game.. _____________________
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Sirex Cookie
Registered User
Join date: 29 Jan 2006
Posts: 103
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02-28-2006 02:07
hmmm. it sounds like there's a need for a serious dosage of shadow and mirror techniques
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