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How would I make an airplane which the player is in fly up and move around and be able to be flown down also. And how would I make another script for the AI to fly around and hover. (fly and hovering need to be in two different scripts.)

I'm making a mini flying game for a school project so I'm making some of my first 3d models. Also I want the player to be able to walk around and get on the plane whenever he wants.
Make another player script, vehicles are basically another player script but with changes and add [EDIT: I can't find it, look in the doco's] and to make it fly, add obj.setting.fly="true" to the construct. Hover comes with fly, maybe add to the gravity for the one which doesn't hover.
Ok? Sorry that was kinda confusing with the edit and stuff but I understood some of it. Is there any specific place I would put the script or what? Posting my 3d models for know.Cool (still don't know how to UV map and such.)
I'll post my other random flying enemy and 3 barreled pistol in showcase.
Plane 1
[Image: picture1rx4.th.png]
[Image: picture4op7.th.png]


plane 2 (much bigger)
[Image: picture11xf7.th.png]
[Image: picture13tu1.th.png]
Sorry, i was kinda in a rush. I was using my school computer, and we had a test. But the construct is the bit (Normally at the start of a script) That defines all the numbers.
EXAMPLE:
function pistolConstruct(weap)
{
// weapon model

weap.model.on=true;
weap.model.name="MissileLauncher";
weap.model.lit=DIM3_MODEL_LIT_VERTEX;

// setup how weapon is held in hand

weap.handPosition.x=-500;
weap.handPosition.y=-1050;
weap.handPosition.z=1000;

weap.handAngle.x=-2.5;
weap.handAngle.y=5.5;
weap.handAngle.z=0;

// setup how weapon is changed

weap.hand.raiseTick=450;
weap.hand.lowerTick=500;
weap.hand.selectShift=400;

// ammo and clips

weap.ammo.initCount=2;
weap.ammo.maxCount=2;

weap.ammo.clip=true; // this weapon uses clips
weap.ammo.initClipCount=2;
weap.ammo.maxClipCount=8;

// crosshair

weap.crosshair.on=true;
weap.crosshair.type=DIM3_WEAPON_CROSSHAIR_TYPE_CENTER;
weap.crosshair.name='xcross';

// the projectiles

weap.projectile.add('PulseMissile');
}

That is based from the pistol.

Find something a bit like that in your audiTT script, you'll know it when you see it, its at the start.
Then, add
obj.setting.fly="true";

Anywhere inside the construct. You should then have flight in game!

That should hover. If you'd like it to not hover, but slowly fall try (I don't know, never tried making a flying thing yet) finding a line that says something like "obj.weight="Something"". Make that number bigger! That will make things fall.
Wow too many polys on the 1st plane. Each big flat area should be 1 poly.
Yeah, it would look sorta betta hollowed out, so its an aircraft/fighter carrier.
thanks that helps. How would I join the pollys or make it less pollyied without remaking it?
This is how you do it.

If you have a flat surface that it divided up into a lot of polygons...
http://erikkemmer.er.funpic.de/simplify_...face/1.png
...that's a waste. You won't see the difference in the game anyway.

To get rid of them, select them all...
http://erikkemmer.er.funpic.de/simplify_...face/2.png
...and hit delete.
http://erikkemmer.er.funpic.de/simplify_...face/3.png
They are gone!

However, switching to vertex mode, you will see, that the vertices are still there.
http://erikkemmer.er.funpic.de/simplify_...face/4.png
Select them all...
http://erikkemmer.er.funpic.de/simplify_...face/5.png
and hit delete.
http://erikkemmer.er.funpic.de/simplify_...face/6.png

Done. Smile
Thanks bink!!!
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