I want to more precisely set the movement rate of my planetoid creatures. Their current walkrate is default, which has a walkrate of 0.00, according to the creaturespeed.2da (the same as immobile??)
I need to know walkrates in m/s, so I can figure out the multiplier for SetMovementRateFactor. I assume that those rates in the 2da are m/s. Am I to also assume that default is actually = 1.0 m/s?
Creature speed and movement rate?
Débuté par
Boozehound Blue
, mai 25 2011 06:16
#1
Posté 25 mai 2011 - 06:16
#2
Guest_Chaos Wielder_*
Posté 25 mai 2011 - 08:20
Guest_Chaos Wielder_*
For a question like this, I would PM Skywing directly. I've dabbled with this, but I don't have answers precise enough for your purposes.
#3
Posté 26 mai 2011 - 11:50
As a last resort, you could set out markers at standard intervals and then time how long it takes a creature to walk from one to the next at given walkrates.
I assume you need to know this so you can create the orbits of planetoids?
I assume you need to know this so you can create the orbits of planetoids?
Modifié par M. Rieder, 26 mai 2011 - 11:51 .
#4
Posté 26 mai 2011 - 12:56
Yes it is. I'll assume it is so for the moment. Right now, I'm confused at to why some of them decide to walk backwards. I'm pretty sure I covered the contingency in the wp_tag scripts (when current is last wp, set next to 1); but some decide they'll just start out in reverse regardless, and I'm not seeing why they do that in the x0_i0_walkway script....
#5
Posté 26 mai 2011 - 01:17
How are you controlling their movement? Are you using ActionForceMoveToLocation() with a series of static waypoints or is it something a little more elaborate?
#6
Posté 26 mai 2011 - 02:45
Just waypoints and default creature scripts at the moment. They really don't need to do much but stay the course (and prompt a conversation, perhaps through the creation of an invisible speaker).
Until I get some sort of ephemeris set up, I just placed them randomly along their orbit to start, so some may be 'backtracking' to the closest waypoint, but in looking at the includes I don't see how that is flagging them as walking backwards.
my wp_tag scripts is simply this:
#include "ginc_wp"
void main()
{
int iCurrentWP = GetCurrentWaypoint();// the waypoint we just arrived at
//FaceAndPause (iCurrentWP, 1.0); // causes NPC to face direction of WP and wait 1 second
int iNextWP;
int nWPs = GetNumWaypoints();
int bRetrograde = GetLocalInt(OBJECT_SELF,"bRetrograde");
if(bRetrograde)
{
if(iCurrentWP == 1) SetNextWaypoint(nWPs);
}
else if(iCurrentWP == nWPs) SetNextWaypoint(1);
}
Idk. None are currently retrograde. If NW_WALK_FLAG_BACKWARDS is set to TRUE, I don't see where...
Until I get some sort of ephemeris set up, I just placed them randomly along their orbit to start, so some may be 'backtracking' to the closest waypoint, but in looking at the includes I don't see how that is flagging them as walking backwards.
my wp_tag scripts is simply this:
#include "ginc_wp"
void main()
{
int iCurrentWP = GetCurrentWaypoint();// the waypoint we just arrived at
//FaceAndPause (iCurrentWP, 1.0); // causes NPC to face direction of WP and wait 1 second
int iNextWP;
int nWPs = GetNumWaypoints();
int bRetrograde = GetLocalInt(OBJECT_SELF,"bRetrograde");
if(bRetrograde)
{
if(iCurrentWP == 1) SetNextWaypoint(nWPs);
}
else if(iCurrentWP == nWPs) SetNextWaypoint(1);
}
Idk. None are currently retrograde. If NW_WALK_FLAG_BACKWARDS is set to TRUE, I don't see where...
#7
Posté 26 mai 2011 - 02:47
Modifié par Boozehound Blue, 26 mai 2011 - 02:47 .
#8
Posté 27 mai 2011 - 12:06
I've never messed with the ginc_waypoint functions much, so I won't be of much help there.





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