CodeMaster Posted January 31, 2009 Share Posted January 31, 2009 I've made a helicopter magnet part in my Mass Warfare, but I've noticed something strange when using attachElementToElement(). When I fly roughly and fast, and then pull up (press key down) attached vehicle simply detaches and catapults out. I'm not sure should I paste the code since its quite simple, and has no detach part for a test (to be sure that it's detaching automatically, not by a script). Anyone had similar experiences, or has any solution? Link to comment
Beethoven Posted January 31, 2009 Share Posted January 31, 2009 I dint know if this has anything to do with this, but when I use my lil tractor, and attach a car to it, the car is launched. Ps: can u post the helimagnet script? Link to comment
Gamesnert Posted January 31, 2009 Share Posted January 31, 2009 I dint know if this has anything to do with this, but when I use my lil tractor, and attach a car to it, the car is launched. Not relevant at all... Anyway, I indeed kind of noticed the same thing, (see HERE) but didn't know it's exact cause. It seems like a bug with attachElementToElement, and not related to the script itself. So no need to post it up. Link to comment
CodeMaster Posted January 31, 2009 Author Share Posted January 31, 2009 I'll release it with the whole Mass Warfare GM, it'll be easy to understand, since the whole GM is made from separate scripts, like the one for helimagnet. And your tractor thingy has something to do with actually. I think that the GTA's physics system is actually freaking off, since the element being frozen. I think we'll need to work it out manually, but I bet that it'd make low fps... So currently best solution is attachElementToElement. Any ideas how to fix the bug? (except turning the collision of attached model off, since it says "may cause unwanted effects on vehicles with driver".) EDIT: Yup same thing happens to me. Link to comment
Gamesnert Posted January 31, 2009 Share Posted January 31, 2009 I think that the GTA's physics system is actually freaking off, since the element being frozen. I think we'll need to work it out manually, but I bet that it'd make low fps... I'll tell you, that I have this gamemode where there's a SAM site on the roof of several Patriots. They can rotate, they follow your cam view. Now the interesting part: -It calculates the camera's rotation (since getCameraRotation is gone in 1.0) -It detaches the SAM site -It reattaches the SAM site, with a different rotation So if this might stop the effect, it shouldn't really lag. Although I don't know if it can solve it... But worth a try, not? So just try to detach and reattach it every render. It might stutter a little, but it's not THAT noticable. Link to comment
CodeMaster Posted February 1, 2009 Author Share Posted February 1, 2009 That's interesting idea, but it wouldn't work, since the launch needs just one frame, and at the moment of detaching it'd be already in offset from the Cargobob. Doing this with several sharp turns, my vehicle would be now driven on the land instead of being "carried". setElementCollisionsEnabled might work but it's client side, and it could bug while driver is inside... Link to comment
darkdreamingdan Posted February 2, 2009 Share Posted February 2, 2009 I think that the GTA's physics system is actually freaking off, since the element being frozen. I think we'll need to work it out manually, but I bet that it'd make low fps... I'll tell you, that I have this gamemode where there's a SAM site on the roof of several Patriots. They can rotate, they follow your cam view. Now the interesting part: -It calculates the camera's rotation (since getCameraRotation is gone in 1.0) -It detaches the SAM site -It reattaches the SAM site, with a different rotation So if this might stop the effect, it shouldn't really lag. Although I don't know if it can solve it... But worth a try, not? So just try to detach and reattach it every render. It might stutter a little, but it's not THAT noticable. Bear in mind setElementAttachedOffsets as of 1.0 is meant for this purpose. Link to comment
Gamesnert Posted February 2, 2009 Share Posted February 2, 2009 Bear in mind setElementAttachedOffsets as of 1.0 is meant for this purpose. I had a little trouble with it. And when I asked on IRC, I was told to do it this way. To see what trouble I had: video download HERE. (For the ones not trusting the vid or anything; All you'd see is the turret apparently rotating over all axis', while I only define the X, Y, Z and RZ one... And it seems to be rotating hell too fast too... =/) Link to comment
darkdreamingdan Posted February 2, 2009 Share Posted February 2, 2009 Oh i should mention there's a bug - attachment offsets are in radians Link to comment
Gamesnert Posted February 2, 2009 Share Posted February 2, 2009 Oh i should mention there's a bug - attachment offsets are in radians Lol? Why is that? And eh... Does that also fix this one? ...All you'd see is the turret apparently rotating over all axis', while I only define the X, Y, Z and RZ one... Link to comment
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