Dynamic Attachment Update - Animated Environments
by Cinder Games · 02/22/2008 (4:37 am) · 14 comments
The vast majority(right?) of you guys are following my sorta-resource called "Platforms Players Can Ride"
But it's evolved a bit past being able to ride around on pathshapes.
www.garagegames.com/mg/forums/result.thread.php?qt=57187
EXIBIT Z
Recently i added in the ability to attach pretty much any gamebase object to the player, and any gamebase object to any other gamebase object. Basically you can attach objects to the player and attach things to other objects.
EXIBIT A
This works different from "mounting" because it's not doing that. It simply "parents in place". So where ever the object is when you attach it is where it will stay, until you move the parent object, in that case the attached object follows suit.
My previous experiment i did was attaching objects in relation to a node. Again, not mounting, just whenever a node moved, the object followed. Could be used for arrows being lodged in a players body after being shot from archers, or simply picking things up in their hands.
EXHIBIT B
But my goal towards the begining of this project was to introduce a type of gameplay never seen. OMG What am i talking about?

Well i am talking about animated Environments players can walk on or in!
www.youtube.com/watch?v=30BhujhMl6w
here's a youtube video showing it off
The motion of it is extreme just for demonstration purposes. But the uses of this could be simple moving bridges, or any type of platforming puzzle, to walking around on giant monsters! provided you setup the collision meshes in a certain way.
But it's evolved a bit past being able to ride around on pathshapes.
www.garagegames.com/mg/forums/result.thread.php?qt=57187
EXIBIT Z
Recently i added in the ability to attach pretty much any gamebase object to the player, and any gamebase object to any other gamebase object. Basically you can attach objects to the player and attach things to other objects.
EXIBIT AThis works different from "mounting" because it's not doing that. It simply "parents in place". So where ever the object is when you attach it is where it will stay, until you move the parent object, in that case the attached object follows suit.
My previous experiment i did was attaching objects in relation to a node. Again, not mounting, just whenever a node moved, the object followed. Could be used for arrows being lodged in a players body after being shot from archers, or simply picking things up in their hands.
EXHIBIT BBut my goal towards the begining of this project was to introduce a type of gameplay never seen. OMG What am i talking about?

Well i am talking about animated Environments players can walk on or in!
www.youtube.com/watch?v=30BhujhMl6w
here's a youtube video showing it off
The motion of it is extreme just for demonstration purposes. But the uses of this could be simple moving bridges, or any type of platforming puzzle, to walking around on giant monsters! provided you setup the collision meshes in a certain way.
About the author
#2
02/22/2008 (6:53 am)
Very impressive, tons of uses for this.
#3
02/22/2008 (11:29 am)
Wow this looks really very interesting! I'm sure you can do some great stuff with this, well done!
#4
and I want that code. :-D
02/22/2008 (12:48 pm)
You have come a long way with this since it's start. Well done. :-)and I want that code. :-D
#5
02/22/2008 (1:57 pm)
Great stuff... and from a Lightwave user nonetheless. ;) Awesome!
#6
(@GG: This is torture! Help a guy out already with the domain name thing ;) PLEASE!)
02/22/2008 (4:37 pm)
Ramen, I looked up the GG IP address again and logged in the painful way just to tell you how much this rocks!(@GG: This is torture! Help a guy out already with the domain name thing ;) PLEASE!)
#7
02/22/2008 (4:47 pm)
That is terrific work!
#8
02/22/2008 (6:16 pm)
Awesome. Really awesome.
#9
02/22/2008 (10:02 pm)
Looks to be very useful, Ramen! I'm going to be doing something similar with TGB for my current project.
#10
Fredrik S
02/23/2008 (3:06 am)
You are so f-n smart it makes my brain hurt. Amazing, amazing work.Fredrik S
#11
02/25/2008 (4:44 pm)
Excellent! This would be very useful for a LOT of things. Rock on! :-)
#12
02/25/2008 (11:08 pm)
Just curious, but what "uses" do you guys see for this code? i was thinking of having animated objects like suspension bridges or maybe the player is walking around or on organic/moving things.
#13
(edit - that one finally posted :-)
* Hidden staircases the rise up from the floor and lower back down, carrying the player with them
* Walking on giant creatures, such as a dragon or giant octopus
* Walking on water, or an undulating surface (not stock water, but a pool of dts water)
* Riding on the leaves of a giant beanstalk
* Trampolines (?)
etc.
02/25/2008 (11:49 pm)
Gah, can't post a comment for some reason...(edit - that one finally posted :-)
* Hidden staircases the rise up from the floor and lower back down, carrying the player with them
* Walking on giant creatures, such as a dragon or giant octopus
* Walking on water, or an undulating surface (not stock water, but a pool of dts water)
* Riding on the leaves of a giant beanstalk
* Trampolines (?)
etc.
#14
For example attach a dif to a flying vehicle
03/03/2008 (9:18 pm)
Would it be possible for you to link difs this way? just curiousFor example attach a dif to a flying vehicle
Torque Owner Ed Johnson