Looking for XSI model for spectator vehicle

Moderators: GSH, VSMIT, Red Devil, Commando

Post Reply
User avatar
Zero Angel
Attila
Posts: 1536
Joined: Mon Feb 21, 2011 12:54 am
Contact:

Looking for XSI model for spectator vehicle

Post by Zero Angel »

I plan to make some spectator vehicles for Strat games (for people to watch/learn/record) and am looking to see if anyone has a good model that they would be willing to offer up.

The obvious thing to do would be to simply give the vehicle a NULL geometry, or something that's simply comprised of hardpoints (no 3d geometry), however, I think it would be nice if people could see a 'flying camera', 'flying eye', or similar model so that players can see the spectator, and then canDetect/CanInteract = 0 so that it's unintrusive.

Anyone have any models like that, that they would be willing to share?
User avatar
Axeminister
Sabre
Posts: 442
Joined: Sat Feb 19, 2011 4:03 pm
Location: Texas, USA
Contact:

Re: Looking for XSI model for spectator vehicle

Post by Axeminister »

Couldn't you have people to choose to join in the Command vehicle and put in a macro that when those vehicles enter a map they show up deployed and on the outskirts of the map. Make sure the deploy button is disabled for that version of the Command vehicle so people can't interfere.
You could turn off their voice because they would be a normal joiner. Wouldn't have to be invisible. Wouldn't have possible collison conflicts with a "special ship".
User avatar
Zero Angel
Attila
Posts: 1536
Joined: Mon Feb 21, 2011 12:54 am
Contact:

Re: Looking for XSI model for spectator vehicle

Post by Zero Angel »

Collision conflicts would be unlikely if the vehicle had a mass value of 1 or 0 (it would be pushed by anything and not be able to affect the other vehicle) and a collisionRadius of 0 (so that it would not interfere with AI movement/pathing). I might look at the command vehicle idea, however first person perspective make for much more exciting videos.
User avatar
Zero Angel
Attila
Posts: 1536
Joined: Mon Feb 21, 2011 12:54 am
Contact:

Re: Looking for XSI model for spectator vehicle

Post by Zero Angel »

This is perfect. Thank you.
User avatar
S.cavA.rmyG.en
Sabre
Posts: 296
Joined: Fri Mar 04, 2011 3:15 am
Location: ISDF Junk Yard
Contact:

Re: Looking for XSI model for spectator vehicle

Post by S.cavA.rmyG.en »

try a collisionRadius of -40 it works better It will let it go through all most any thing.
User avatar
General BlackDragon
Flying Mauler
Posts: 2408
Joined: Sat Feb 19, 2011 6:37 am
Contact:

Re: Looking for XSI model for spectator vehicle

Post by General BlackDragon »

-40 is ideal for ShotRadius on pulse class weapons.

If u want the ship to not collide, add canCollide = 0 to odf.

Making a CollisionRadius of - number probably just inverts the field around, similar to the way it does in shotradius. CollisionRadius only controls how the AI see's the object, and how big they think it is. Hense, it's used to control AI avoidance.
User avatar
Zero Angel
Attila
Posts: 1536
Joined: Mon Feb 21, 2011 12:54 am
Contact:

Re: Looking for XSI model for spectator vehicle

Post by Zero Angel »

Well, I have the spectator vehicle as a hover craft, mostly for reasons of being able to have finer control over it, and so that players can see what is being 'filmed' (Because the model is a flying camera hurr durr). However, I have been unable to get the AI to completely ignore it, which means that no matter what you do, it's possible to aggro the AI -- and if the player wanted to cheat, he could do base checks and teamchat it over to his commander, or distract units/defenses, though most sitters/spectators don't do those kinds of things for fear of kick or ban. It always helps to put systems in place that detect, but not auto-punish cheaters.

The only method I could think of is to make the spectator unobtrusive while allowing first-person is by making the spectator craft a morphtank and have its morphed form be cloaked (like the Scion Phantom). It's an imperfect solution, but that's the only thing one can do if one wants to film in first person.

The other method would be the comm vehicle method, and the comm vehicle method is good, and if you have camera controls to control the pitch (tilting) yaw (panning) and zoom of the camera view then it is possible to get shots which seem like they're done in first person, but it takes practice and skill to do. Comm vehicle method would also prevent seeing anything that's not on a friendly radar, which is a little more cheat proof since it would be difficult to do 'base checks' and tell allies what the enemy has.

I think both methods would be good to implement and let the host decide whether to allow spectators and what type of spectating to allow since they both have their advantages/drawbacks.
Feared_1
Sabre
Posts: 217
Joined: Mon Feb 21, 2011 3:25 am
Location: USA
Contact:

Re: Looking for XSI model for spectator vehicle

Post by Feared_1 »

I don't see why it would have to be visible. I mean, it would be nice to see what is being filmed, but everything will be more natural if they don't know.

I like the idea of having it morph to become completely un-interative.

Would this be a starting vehicle, or would it be something that the commander can build from the Recycler for 0 scrap?
User avatar
Zero Angel
Attila
Posts: 1536
Joined: Mon Feb 21, 2011 12:54 am
Contact:

Re: Looking for XSI model for spectator vehicle

Post by Zero Angel »

Feared_1 wrote:I don't see why it would have to be visible. I mean, it would be nice to see what is being filmed, but everything will be more natural if they don't know.

I like the idea of having it morph to become completely un-interative.

Would this be a starting vehicle, or would it be something that the commander can build from the Recycler for 0 scrap?
Starting vehicle only. With canEject = 0 (pilot can't hop out), canBail = 1 (user can bail it, but it also drops no scrap), and pilotName = "ivscoutvsr" (when bailed, becomes a scout, allowing starting game sitters to join the game).
User avatar
S.cavA.rmyG.en
Sabre
Posts: 296
Joined: Fri Mar 04, 2011 3:15 am
Location: ISDF Junk Yard
Contact:

Re: Looking for XSI model for spectator vehicle

Post by S.cavA.rmyG.en »

Zero Angel wrote:
Feared_1 wrote:I don't see why it would have to be visible. I mean, it would be nice to see what is being filmed, but everything will be more natural if they don't know.

I like the idea of having it morph to become completely un-interative.

Would this be a starting vehicle, or would it be something that the commander can build from the Recycler for 0 scrap?
Starting vehicle only. With canEject = 0 (pilot can't hop out), canBail = 1 (user can bail it, but it also drops no scrap), and pilotName = "ivscoutvsr" (when bailed, becomes a scout, allowing starting game sitters to join the game).
nice
User avatar
Red Devil
Recycler
Posts: 4398
Joined: Fri Feb 18, 2011 5:10 pm
Location: High in the Rocky Mountains

Re: Looking for XSI model for spectator vehicle

Post by Red Devil »

there's a spectator vehicle in G66. i think i removed it from the list, though.
Post Reply