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Community Area => Videos and Screen Shots => Topic started by: Dark_Phantom on September 30, 2013, 12:03:50 PM

Title: Log Trap in SWBF
Post by: Dark_Phantom on September 30, 2013, 12:03:50 PM
http://www.youtube.com/watch?v=-3km2Hztvvo (http://www.youtube.com/watch?v=-3km2Hztvvo)
Watch the log trap from the Endor assets at work in this video!  You can see this trap on Endor if you ever watched the demo video by GamertagTowellie.

Note: it is unlisted right now so you have to use this link.

Another note:  This video was made due to the fact I have never seen anyone actually use this in BF.  If anyone has other than the demos, please show me.  Thanks!
Title: Re: Log Trap in SWBF
Post by: RepComm on September 30, 2013, 12:16:47 PM
WOAH.. Just think of the possibility!
Title: Re: Log Trap in SWBF
Post by: Phobos on September 30, 2013, 12:27:44 PM
log trap and catapault vs zombies in progress thanks for getting this to work
Title: Re: Log Trap in SWBF
Post by: tirpider on September 30, 2013, 12:51:51 PM
hold on a second... rolling logs implies physics.
I didn't know SWBF knew physics.

Thanks for showing this.
Title: Re: Log Trap in SWBF
Post by: Dark_Phantom on September 30, 2013, 02:01:09 PM
Quote from: tirpider on September 30, 2013, 12:51:51 PM
hold on a second... rolling logs implies physics.
I didn't know SWBF knew physics.

Thanks for showing this.

I think the code you're looking for is imbedded in here:
QuoteCHUNKSECTION       = "CHUNK1"
ChunkGeometryName    = "log1"
ChunkNodeName = "hp_log"
ChunkTerrainCollisions    = "255"
ChunkPhysics       = "SIMPLE"
ChunkVelocityFactor    = 0.0
ChunkSpeed          = 0.0
ChunkBounciness      = 0.7
ChunkSimpleFriction   = 0.12
ChunkDeathSpeed      = 3.0
//ChunkInitialCollisionSound = "end_log_collision"
//ChunkScrapeCollisionSound  = "end_log_roll"
Many more chunks but that's just the first one.
I'm thinking it probably has something to do with ChunkPhysics = "SIMPLE" and then all the fun stuff after it.  After I videoed posted this I thought "Wait a minute.  I pushed those logs. And they responded to terrain. Of all the things... why didn't I even consider this?"  Those logs wouldn't go down without a push.  They didn't automatically roll.

Also, Phobos, I disproved my trap theory since they responded to both units (shown) and walkers (used Sereja's spider droid for that test).  Did not try hover yet.  Although it could just be the type of trap.
Title: Re: Log Trap in SWBF
Post by: RepComm on September 30, 2013, 02:22:40 PM
I wonder what would happen if it was ChunkPhysics          ="INTERMEDIATE" or "COMPLEX" or whatever the executable says in the code for higher physics technology.. Or is the only one left just "SIMPLE" ?
Title: Re: Log Trap in SWBF
Post by: Anyder on September 30, 2013, 02:43:35 PM
no offence but i rly wonder how u could upload (with ur inet) an HD video
Title: Re: Log Trap in SWBF
Post by: Dark_Phantom on September 30, 2013, 03:22:08 PM
Quote from: Kniescheibenzerschredderer on September 30, 2013, 02:43:35 PM
no offence but i rly wonder how u could upload (with ur inet) an HD video
I'm not at home.  I use the internet at college.

edit- is it really HD?  I never noticed, I always thought FRAPS just did standard def.  Either way it doesn't matter.
Title: Re: Log Trap in SWBF
Post by: SleepKiller on September 30, 2013, 04:24:11 PM
Dem rolling logs, I think I'm in love.

Also has no one ever bothered to notice the fact that when a droid or vehicle explodes SWBF applies physics to the chunks from that? Granted they don't look very realistic but that is probably due to the way the object is configured. Because if this is properly configured simple physics, imagine what full could do if configured properly...
Title: Re: Log Trap in SWBF
Post by: RepComm on September 30, 2013, 04:27:03 PM
Quote from: SleepKiller on September 30, 2013, 04:24:11 PM
Dem rolling logs, I think I'm in love.

Also has no one ever bothered to notice the fact that when a droid or vehicle explodes SWBF applies physics to the chunks from that? Granted they don't look very realistic but that is probably due to the way the object is configured. Because if this is properly configured simple physics, imagine what full could do if configured properly...
Really sucks how it only applies to chunks though. Unless there is some loop hole (:rofl:)?
Title: Re: Log Trap in SWBF
Post by: SleepKiller on September 30, 2013, 05:00:20 PM
Quote from: -RepublicCommando- on September 30, 2013, 04:27:03 PM
Really sucks how it only applies to chunks though. Unless there is some loop hole (:rofl:)?
You can also do fun things with the hover vehicle type, since SWBF is constantly re-calculating it's position anyway. They have some physics settings you can tweak.

And no I don't get it...
Title: Re: Log Trap in SWBF
Post by: Kit Fisto on September 30, 2013, 05:43:44 PM
I'd love to see that in some great mod maps. So much potential!
Title: Re: Log Trap in SWBF
Post by: RepComm on September 30, 2013, 08:40:07 PM
So, you didn't mod them at all? They're just are able to use by placing them in ZE?
Title: Re: Log Trap in SWBF
Post by: Dark_Phantom on September 30, 2013, 08:41:07 PM
Yes, make sure you have all of the necessary msh and tga files.  It's all stock.
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