how would you do it?Originally Posted by dasraiser
i would probably use 3 dummy's and a camera
1of them glued to the plane some distance before it
1 dummy ope'd to that dummy's location (this will be the camera's target)
camera will be oped to the bomb
1 dummy ope'd under that dummy to detect the ground
now when you "release the bomb" you "freeze" the ground ope
you will let the target ope slowly go downwards only moving on y axis
now just take the camera's angles for the bomb and lt it slowly move forward
how do you detect targets though without physics? unless you want to put some dummy targets for every target you want to have detection for
targets..i was going to use custom collisions, and the hit triggers..also, attach the C.C. to a VDS and set value..VDS is 1or 2 if it needs bombing twice..when it gets down to 0, i will make the building dissappear, and put one in that i will make up destroyed etc...
wow snap, ground test was a glue pivot 1 meter under bomb (separate OPE) and when its forced underground with OPE, because it can't go under it will compress to less than a meter to bomb so counts as hit ground, targets would be a simple distance check bomb to target less than some distance.Originally Posted by sparkierjonesz
wow..you guys are like machines the way you work all this out...
That won't work mate, hit triggers need the physics bubble. That's why we've hijacked your thread to discuss the problemOriginally Posted by Morfyboy
@Sparky & Das
Would you need so many dummy's? If you had a system where the bomb and 1 dummy were OPE'd downwards with the dummy just below the bomb, and have an operator measure the distance between them. When the distance shortens, the bomb goes off.
The only problem I can see with this method is if you dropped a bomb over water as it wouldn't trigger a splash, but I guess you could just set it in the OoP terrain and avoid that problem.
I did a tutorial for simulating trigger activation without the physics bubble that would work for hit detection on targets.Originally Posted by sparkierjonesz
im so glad you said that you guys are discussing this as i got even more confused..thnx fellas..its so interesting to see how you go about testing though...
only one dummy object is used here, hung under the bomb (sep OPE) see aboveOriginally Posted by JaminBen007, also water isn't a problem as it has some depth before it hits the terrain further down the fathoms.
i know but i was thinking it would be kinda crazy to do if you want all object in the baseworld hitableOriginally Posted by JaminBen007
well we probably already had all this info in our head already we just used it in a knew wayOriginally Posted by Morfyboy
like my bomb method was only made up when jamin said there wasn't a way to detect the ground besides hit trigger, and i remembered a way i could
i was faced with this problem a few months ago for an animation in my track and did it the hard way lots of trial and error and some cds
yeah, i want the physics on the plane really as this would be best..i was going to place maybe a dozen little settlements around the rod map, each having a target to take out..if i can have more, i will..my plane is only small, slightly smaller than JBens.so it could carry 3 bombs at a time, then i was going to have a refill point in the sky..all i will do is have a cut scene of the jet filling up fuel from an in game plane with the refuelling system the airforce do in the sky...except, you get another 3 bombs back..i think this will look good in game...
soundsOriginally Posted by Morfyboy![]()
i think if physics out of the question, go with the distance checks, by far the easiest way to cheat.