Making my dragon fly.
by Tyler Slabinski · in Technical Issues · 09/15/2007 (1:09 pm) · 9 replies
I did not know which forum to post this in so I just made a few of these threads (animation, general, and programming).
How can I make my dragon fly? Is there a way to change gravity like in TGB? Does it have anything to do with the bounds box? Please I need help.
This picture should help: img207.imageshack.us/img207/9561/ggpicturesb0.png
I want to be able to walk on the ground, jump up and fly.
How can I make my dragon fly? Is there a way to change gravity like in TGB? Does it have anything to do with the bounds box? Please I need help.
This picture should help: img207.imageshack.us/img207/9561/ggpicturesb0.png
I want to be able to walk on the ground, jump up and fly.
#2
09/15/2007 (6:12 pm)
Adam, I said I didn't know which thread this would go in. Please check the first sentence again.
#3
10/05/2007 (6:24 pm)
I think I got an idea. What if I make an invisible flying vehicle that will be created on a keystroke and then the dragon will be mounted onto it. That will make it have the ability to fly right?
#4
10/15/2007 (11:41 am)
I've adapted the Warsparrow pak into rocket boots for my character to fly, glide, etc. In your case, just remove the cannon code & smoke trails. Following Tyler's line of thought...the dragon can "mount" something (saddle, neck ring, etc.) that will allow it to fly using the "FlyingVehicleData" code/definitions from the warsparrow pak.
#5
10/27/2007 (7:38 am)
I'm interested in how to do this also, but I don't want to buy the warsperrow pack.
#6
Load your dragon.
Mount your dragon to the invisible vehicle.
You tune the vehicle to make it fly like a dragon.
You tune the dragon to look like it's flying.
The control would be...
While on ground - is not mounted.
When they jump - the dragon mounts to the invisible object. Pushing forward before the player drops to the ground means it will stay attached and now using the flying vehicle controls.
Touching ground dismounts (and deletes) the flying vehicle.
10/27/2007 (9:47 am)
Make an invisible flyingobject - using a transparent png as it's texture.Load your dragon.
Mount your dragon to the invisible vehicle.
You tune the vehicle to make it fly like a dragon.
You tune the dragon to look like it's flying.
The control would be...
While on ground - is not mounted.
When they jump - the dragon mounts to the invisible object. Pushing forward before the player drops to the ground means it will stay attached and now using the flying vehicle controls.
Touching ground dismounts (and deletes) the flying vehicle.
#7
then change energy needs to how long you want it to fly..
then look at the swimming resource and add a animation to flying
so when you push the flying key your flying animation will play..
everything you need is there, instead of trying to hack a simple way why not do it the right way.. :)
with energy you could do a stamina gui that says you can only fly for a set period before your dragon gets tired..
just an idea..
TomFeni
10/27/2007 (11:09 am)
Add the jets resource and add a key to flyingthen change energy needs to how long you want it to fly..
then look at the swimming resource and add a animation to flying
so when you push the flying key your flying animation will play..
everything you need is there, instead of trying to hack a simple way why not do it the right way.. :)
with energy you could do a stamina gui that says you can only fly for a set period before your dragon gets tired..
just an idea..
TomFeni
#8
10/27/2007 (5:27 pm)
Yeah but if you do it my hacky way you can animate the dragon however you want, and it can do things like slash and bite while in the air. The main difference, from my limited experience of only thinking this out in my head (which is to say I haven't tried this), is that the dragon is being "carried" around, can still be an active player class and have all the functionality that goes with it, while still being able to fly.
#9
Flapping and jumping would create bursts of lift (which is just a force in the up direction). Gliding creates lift to almost counteract gravity. You have to flap occasionally to maintain altitude. Diving could also be incorporated easily. Pitch could influence lift as well. Your can probably just deal with accelerations instead of forces, that is if you don't keep track of mass for anything else.
10/29/2007 (4:48 pm)
Shouldn't you be using real physics or simplified physics? ie: lift and gravityFlapping and jumping would create bursts of lift (which is just a force in the up direction). Gliding creates lift to almost counteract gravity. You have to flap occasionally to maintain altitude. Diving could also be incorporated easily. Pitch could influence lift as well. Your can probably just deal with accelerations instead of forces, that is if you don't keep track of mass for anything else.
Torque Owner Adam Beer
Ignition Games Inc.