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Cannon trap - Make it rotate toward its target & size issue #177
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the one ill do will be a lot shorter, also i think ill make a fixed "feet" and a mobile upper part. Its that fine? |
From what I understand, in short, it's better to have separate meshes, making it much easier to rotate only the mobile mesh code-wise. If you're making a single mesh file with sub meshes, the only way to touch the sub-meshes separately is to create a skeleton and link it to the sub-meshes. We could then be able to play with its "bones" but only through animations AFAIK and that's not what we want, IMHO. |
I'll have a look at attach points in skeleton files, too. Btw, could you, when you have the time to, describe somewhere on the forums on in the wiki, what are the necessary bones and attach points needed in a skeleton file, so that a creature model can be "equipped"? Thanks :) |
it is on the wiki, on the part about importing models |
Ah, true, sorry:
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After some reading, it seems there might be a way to rotate attach points in skeletons with the cost that animations wouldn't work on those points from what I've read. All this is still very wild guesses, though. I'd need to make a few tries... @oyvindln Any idea? |
Size issue is fixed as a side effect in #209 |
i wonder, how was it resolved? did you made the model smaller? |
Before my last PR, the mesh used for traps was displayed at full scale (exactly like room mesh). I've changed that so that it uses a room object rather than a ground mesh. |
Hey there,
The cannon trap is for now fixed, and looking northward. Thus, seeing it shoot targets makes it weird most of the time.
The cannon should instead rotate toward its target and shoot when both its rotation is finished and its reload time is done.
Thus, the rotation depending on the line of sight toward its target should be implemented, and the actual rotation shouldn't be instantly done, but rather animated, while quick enough not to be boring.
When placed against a wall north from it, the cannon model goes through that wall.
As a simple solution, the model should be resized (programmatically until the entities.cfg file is done) so that it isn't wider than one tile.
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