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Compound Objects

Posted: Tue Jul 12, 2005 9:26 am
by d3jake
Though I'm not here often (damn school...) I haven't gotten a chance to ask about compound objects, like the Jugg or dragon thingie. I'm trying to create a light that is a half of a cylnder that is kinda framed and I was wonder if I could make that into two objects so I can have the light portion blow leaving the "holder" behind. Or should I mess with it as one object?

Posted: Tue Jul 12, 2005 4:05 pm
by Boo
I would definitely do that with two objects. I've never heard of someone making half of an object explode. However, I can't help much further than that since I have 0 experience with compound objects.

Posted: Tue Jul 12, 2005 6:47 pm
by Jon the Great
You use attach points and then Dallas scripting to put them together.

Posted: Tue Jul 12, 2005 8:45 pm
by Kyouryuu
Yeah, as far as I know, you can construct them as individual objects with individual behaviors, but then use DALLAS scripting to "dock" them together at defined mount points.

Posted: Tue Jul 12, 2005 8:58 pm
by Darkside Heartless
Isn't it also possible to script an object to be replaced by another after it gets destroyed?

Posted: Wed Jul 27, 2005 10:18 am
by Interceptor6
Well, an easier way to do this would be to simply build the base object as part of the room structure (since it will not be destroyed anyway) and simply place the breakable light object on top of it. Unless you want to have both objects exploding individually (or are making a turret), i'd highly reccomend using this method. It will save you a quite a bit of trouble to achieve the same effect. :P

Posted: Sat Aug 06, 2005 7:17 pm
by d3jake
Thanks, y'all. I orginally thought about making it just part of the level but then I realized that if I wanted just the light to go out(stop producing light) it would either half to be two "docked" objects or one part of the level and the other object.

Next I wanted to know if it would be possoble to control where the thing produces light. So since it's kinda half a barrel with a "holder" around it would there be a way to make sure that light doesn't poor over the "holder"

Posted: Mon Aug 08, 2005 9:24 am
by Kyouryuu
Darkside Heartless wrote:Isn't it also possible to script an object to be replaced by another after it gets destroyed?
Yes.

First, somewhere else in the level, you need to have the object you want to replace it with.

In DALLAS, what you'd do is on the death of that object, copy the object's location to the clipboard. Then, move the replacement object to the position in the clipboard.
d3jake wrote:I wanted to know if it would be possoble to control where the thing produces light.
Rotating lights and pulsing lights are a very odd thing in Descent 3, right now to how they get turned on and off (like the emergency lights in level 1). The only thing I can suggest is to deconstruct how those light models work.