roller scale and bug

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 Post subject: roller scale and bug
PostPosted: Mon Jan 18, 2010 4:25 am 
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Location: Apoc City USA - outnumbered, but still fighting.
I wasn't able to find the right syntax to modify the roller scale for rollers, wasn't in the docs.....

/scale
/modelscale
/rollerscale
/rollermodelscale

none of those works. :P

help?


The bug seems to be that the roller does not regard the shield as the same as terrain. If the roller spawns on the shield, it will not roll. (Although it spins)

Even if it hits the side of the shield anywhere in the top hemisphere it still "sticks" to the shield even though it is basically hanging over mid air.

If it spawns on the dirt, rolls toward the shiled it will still roll over it. Does this have to do with the inital momentum of the roller? .. perhaps I answerd my question, the roller needs to have the volocity tag added?
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I really enjoy talking with folks in other countries, drinking stoli/tonic... pulling off shots that seem impossible, drinking..

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 Post subject: Re: roller scale and bug
PostPosted: Mon Jan 18, 2010 7:03 am 
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Joined: Sat Nov 05, 2005 9:29 am
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Location: In a Rental.
BOY wrote:
I wasn't able to find the right syntax to modify the roller scale for
rollers, wasn't in the docs.....

/scale
/modelscale
/rollerscale
/rollermodelscale

none of those works. :P

help?

Currently, Rollers are Not scaleable in code. They have to be altered at the
Model by an app like milk-shape. This should be looked into tho, as it's the
only part that isn't scalable.

Quote:
The bug seems to be that the roller does not regard the shield as the same as
terrain. If the roller spawns on the shield, it will not roll. (Although it spins)

Even if it hits the side of the shield anywhere in the top hemisphere it
still "sticks" to the shield even though it is basically hanging over mid air.

If it spawns on the dirt, rolls toward the shiled it will still roll over it. Does this
have to do with the inital momentum of the roller? .. perhaps I answerd my
question, the roller needs to have the volocity tag added?


Rollers have something akin to a velocity tag; or, rather the inverse of one.
Code:
   <maintainvelocity>true</maintainvelocity>
   <dampenvelocity>0.1</dampenvelocity>

This allows rollers to continue thier forward momentum in the direction they
were released, instead of stopping and dropping from where they were
spawned.
Eg, the Scattering marbles we'd had in Kid-Mod. (i should reawaken that one.)

Thier sticking to land is due to an extra sensativity to irregularities in any
contour. It was an attempt to reduce thier Bouncy-less.. but the calculations
are delicate, and it's hard to find a happy balance.

Sticking to shields, however, is a bit of a different mystery. I believe it's
because the shield isn't exactly landscape, so it forgets how to react for
a moment. Although, if it's corrected, i wonder if it could be retained as a
feature :D Sticky-Bomb rollers.
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 Post subject: Re: roller scale and bug
PostPosted: Mon Jan 18, 2010 4:56 pm 
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Joined: Fri Nov 12, 2004 3:54 pm
Posts: 3291
Location: Apoc City USA - outnumbered, but still fighting.
so since the roller is on the shield and "over" the terrain, it does not begin its roll sequence or gravity effect?

Perhaps the momentum of the pull on the rollers should aways begin when the roller spawns and not when it contacts terrain, that way it does not get confused and get stuck. There is no doubt that the rollers do behave much better on the terrain now than they used to. Always a shield thing with the rollers... they seem to just love each other :P

Also I do agree with keeping a way to have a sticky bomb :)
Chopper:
I really enjoy talking with folks in other countries, drinking stoli/tonic... pulling off shots that seem impossible, drinking..

Fact: CO2 = less than .04% (.00038) of the atmosphere - only a small fraction of that is man made.


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