Arkloyd Faulkner
Registered User
Join date: 4 Dec 2005
Posts: 12
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12-08-2005 07:44
From: Cottonteil Muromachi Okay. Heres my stupid idea of a flail. Build the handle of the flail separate from the 'ball' end.
To make the 'chain' you can use particles that originate from the ball and end at the handle as a target. These are also doable and has been done to death.
The ball end is harder. I'm sure you have seen one of those scripts that follow avatars around. Put one of these in the ball. It should allow it to be physical. To control it, position it correctly and cause it to fling out, you need some scripting knowledge, which I don't have. But I'm sure it can be made such that a directional force is applied whenever you click the mouse button to cause the ball to flail outwards and then come back, just like a yo-yo.
This method even allows you to make a flail an actual weapon that you can beat up avatars with since the ball is just like any other bullet.
The rest are just animations that you tie in with the flailing. There we go. I want to make a flail with some physics, let gravity effect the head, as well as momentum if possible. I'll need some help with the particle 'chain' script, as well as whatever's needed to make it stay a certain distance from the tip of the shaft. (Never farther than .07 m but can be closer, for instance) If it's possible to make the ball solid that might be cool, especially if it doesn't 'blast' the other av too far, (I don't feel like clearing the sim on accident if I'm just walking.) Maybe have it to where if I click another av, mine will walk up and 'commence beatdown' with the other player's permission. I have absolutely no knowledge of scripting, though anyone who wants can tell me how their particular script works.
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Senuka Harbinger
A-Life, one bit at a time
Join date: 24 Oct 2005
Posts: 491
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12-08-2005 10:36
From: Arkloyd Faulkner There we go. I want to make a flail with some physics, let gravity effect the head, as well as momentum if possible.
I'll need some help with the particle 'chain' script, as well as whatever's needed to make it stay a certain distance from the tip of the shaft. (Never farther than .07 m but can be closer, for instance)
If it's possible to make the ball solid that might be cool, especially if it doesn't 'blast' the other av too far, (I don't feel like clearing the sim on accident if I'm just walking.)
Maybe have it to where if I click another av, mine will walk up and 'commence beatdown' with the other player's permission.
I have absolutely no knowledge of scripting, though anyone who wants can tell me how their particular script works. How I'd go about this was that when you clicked the mouse button it would send out a whisper and the ball would get an impluse applied to it to "shoot" it out, followed by a llMoveToTarget() to bring it back. I don't think that things can detect avatar attachments, so I would use a sensor to get the rotation and position of the avatar and have the ball determine where it should go back to based off of that. tie the whisper in a statement tha also fires your swinging animation and it should all work. it would require a good deal of tweaking for getting the right amount of impluse, delay, and speed to return back into "position" along with the usual follow scripts. also, because of the way sensors work to follow things, crossing sim borders will produce odd results, and teleporting around might lose the ball, so I'd throw in a repeated shout on some arbritrary channel from the handle of the mace. if the ball doesn't hear the shouted message after a certian period of time, the ball dies. also would do something similar with the handle, where if the handle doesn't detect a ball after a certain amount of time it would spawn a new one.
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Arkloyd Faulkner
Registered User
Join date: 4 Dec 2005
Posts: 12
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12-08-2005 12:30
What about having two scripts 'talk' to eachother? One in the handle's tip, A separate prim) and one in the ball?
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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12-08-2005 12:54
You could use a single particle for the chain and head. Have the top half blank, and create the particle at the and of the flail handle. If you want mutiple heads just add them.
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Arkloyd Faulkner
Registered User
Join date: 4 Dec 2005
Posts: 12
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12-09-2005 20:57
So the above is an actual coding example? I have no scripting knowledge whatsoever. 
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Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
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12-09-2005 21:06
i would call that a quick example of the image he was trying to convey
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Arkloyd Faulkner
Registered User
Join date: 4 Dec 2005
Posts: 12
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12-09-2005 22:01
That's what I was thinking, personsally.
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Maria Loudon
Dark Kat
Join date: 26 Nov 2005
Posts: 16
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12-09-2005 22:22
The main thing you need to look into is rope physics. If you know c or c++ I could suggest NEHE one of the tuts is on rope physics. Otherwise I might have a rope and or linked massive point script for a tut once I get a chance. Any way good luck. P.S. Have you checked google?
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Arkloyd Faulkner
Registered User
Join date: 4 Dec 2005
Posts: 12
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12-09-2005 22:46
Sorry to say I have no coding knowledge whatsoever. I think I might have a script that might work among the free ones I have found, and I'll be trying google.
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