robocu3
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| Joined: 13 Mar 2009 |
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| 16 Apr 2015 12:25 AM |
So I've been piecing together quite a bit of code in an effort to allow players in my game I'm working on drag dead bodies, or ragdoll models, if you will. It's not exactly "not" working, and the logic behind it feels solid, unless I'm going about it in the worst way possible. The way the code handles everything is pretty simplistic, as intended. It uses a body position initially to attempt and drag the given limb as close as the settings entail. There's a time limit for it to complete this task and reach the anticipated location, if it doesn't fulfill this deed, it cuts off. Otherwise, it well create a "pseudo" part, where the limb is, and weld it to the torso. The limb is then welded to the pseudo part using a glue, and the player is SUPPOSED to be able to drag them around with ease. Of course this is not the case. The code I've written is rather extensive, so I'll try to pinpoint specific problems I've encountered, and see if anyone has any ideas. When you go into first person, for some reason the orientation of the player's character model changes in such a way that the glue is instantly broken. Not sure how I'd even begin to fix that. Sometimes the player's character, more often than not, actually, will collide with the limb ragdoll. This will either lead to the glue giving out, or the limb glue giving out. This is problematic, not sure how to fix that, either. On occasion, the ragdoll just straight up explodes and flings the dragger into space. It's hilarious. Problematic, though.
references(ignore swears, please);
ragdoll module; http://hastebin.com/caforufoko.lua body dragging, member of my interaction service; http://hastebin.com/ozeyazikiq.lua
-=Robo=- |
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robocu3
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| Joined: 13 Mar 2009 |
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| 16 Apr 2015 12:45 AM |
Probably won't get much help beings it's a rather complex problem and most of the people here don't have the time to invest in that. Still worth a shot, it's either I get a little bit of guidance or I scrap the idea until the new physics engine is released(which might still be difficult to work with).
-=Robo=- |
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NotAshley
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| Joined: 16 Jan 2014 |
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| 16 Apr 2015 02:23 AM |
| Why use glue and not another normal weld? |
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| 16 Apr 2015 02:34 AM |
| Why use glue and not another normal weld?[2] |
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chimmihc
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| Joined: 01 Sep 2014 |
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| 16 Apr 2015 02:37 AM |
Glue joints act nothing like weld joints guys.
I script -~ chimmihc |
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robocu3
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| Joined: 13 Mar 2009 |
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| 16 Apr 2015 10:44 AM |
Any weld besides the glue joint variation will not behave as anticipated. Have you guys never worked with ragdolls? :P
-=Robo=- |
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robocu3
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| Joined: 13 Mar 2009 |
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| 16 Apr 2015 10:48 AM |
Well, I mean. I guess it would behave as anticipated either way, but using aanything other than glue doesn't really appeal to what I had in mind, and it doesn't look dynamic. Like I said, I'm looking for a different way to go about this, so any ideas or even some speculation would be appreciated.
-=Robo=- |
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NotAshley
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| Joined: 16 Jan 2014 |
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| 16 Apr 2015 10:49 AM |
| You could always force the glue to stay attached with the Changed event or a really fast loop, although it might not be the most efficient way. |
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robocu3
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| Joined: 13 Mar 2009 |
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| 16 Apr 2015 10:54 AM |
Not a bad idea. Another problem I encountered and forgot to mention because I was kind of out of it, when you click off the window, the frame rate drops, and I guess that causes it to explode? I've had glues in completely stable environments explode just because I clicked off studio lol
-=Robo=- |
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NotAshley
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| Joined: 16 Jan 2014 |
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| 16 Apr 2015 10:57 AM |
| Does it do that in online mode as well? Seems like a buggy client thing. |
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eLunate
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| Joined: 29 Jul 2014 |
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| 16 Apr 2015 11:00 AM |
| Check for UIS InputEnded UserInputType.Focus to nuke the welds locally for until InputBegan again |
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robocu3
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| Joined: 13 Mar 2009 |
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| 16 Apr 2015 11:02 AM |
Haven't checked @Ashley, and I didn't understand that very well, Lunate xD
-=Robo=- |
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robocu3
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| Joined: 13 Mar 2009 |
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| 16 Apr 2015 01:24 PM |
Bump. Anyone else have any ideas? An alternative to the ragdolls would just be creating a dead body animation rig that can be dragged around, or, instead of welding it to the player character, I could bound a bodyposition's position property in reference to the mouse. A problem with that would be latency, assuming filtering is enabled. Solution to the latency? I don't want to fire to a remote in a while loop, but ROBLOX doesn't want to allow us to whitelist objects from filtering.
-=Robo=- |
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robocu3
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| Joined: 13 Mar 2009 |
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