Looking for XSI model for spectator vehicle
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- Zero Angel
- Attila
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Looking for XSI model for spectator vehicle
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?
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?
- Axeminister
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Re: Looking for XSI model for spectator vehicle
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".
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".
- Zero Angel
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Re: Looking for XSI model for spectator vehicle
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.
- General BlackDragon
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- Zero Angel
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Re: Looking for XSI model for spectator vehicle
This is perfect. Thank you.
- General BlackDragon
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- S.cavA.rmyG.en
- Sabre
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Re: Looking for XSI model for spectator vehicle
try a collisionRadius of -40 it works better It will let it go through all most any thing.
- General BlackDragon
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Re: Looking for XSI model for spectator vehicle
-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.
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.
- Zero Angel
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Re: Looking for XSI model for spectator vehicle
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.
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.
Re: Looking for XSI model for spectator vehicle
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?
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?
- Zero Angel
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Re: Looking for XSI model for spectator vehicle
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).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?
- S.cavA.rmyG.en
- Sabre
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Re: Looking for XSI model for spectator vehicle
niceZero Angel wrote: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).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?
- Red Devil
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Re: Looking for XSI model for spectator vehicle
there's a spectator vehicle in G66. i think i removed it from the list, though.