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Creature speed and movement rate?


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7 réponses à ce sujet

#1
Boozehound Blue

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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?

#2
Guest_Chaos Wielder_*

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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
M. Rieder

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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?

Modifié par M. Rieder, 26 mai 2011 - 11:51 .


#4
Boozehound Blue

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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
M. Rieder

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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
Boozehound Blue

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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...

#7
Boozehound Blue

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Modifié par Boozehound Blue, 26 mai 2011 - 02:47 .


#8
M. Rieder

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I've never messed with the ginc_waypoint functions much, so I won't be of much help there.