/me blinks.

I'd call Eidos Interactive and see if you can buy the rights to their
Glacier engine.

Basically, I think most of the stuff will have to be hand-done, and I think
it will be very difficult. You can detect collisions between the rope and
the objects in a map with a simple traceline, but I don't think you'll be
able to bend it properly around anything, without some major performance
hits. You can definitely create and draw the rope entity in both taut and
loose states with a little physics simulation and some TriAPI work. On the
HUD side, I wouldn't even really bother doing the hand gripping the rope,
I'd simply have it coming out. If you must do it like that, use
V_CalcGunAngle in view.cpp, I believe, to control the angle at which your
model is positioned, that way you can accurately simulate the rope going
back and forth.

However, in general, it would probably be a better idea to do it with a
less static method, i.e., something more like a tractor beam rather than a
rope. That would be far simpler with the same effect on gameplay.

Sorry to be a pessimist, but I just doubt that the rope thing will work out
that well. Actually, thinking about it a little more, if you treat the rope
as a bunch of short segments, kinda like those hard plastic jumpropes, and
then hard-lock the beginning of each segment to the end of the last one,
and use TraceHull to prevent the rope from going through anything, you
might be able to do it the way you're talking about, but that's some
serious tracing, and it will probably take up a lot of CPU cycles.

Persuter

At 03:45 PM 10/12/2002 -0400, you wrote:
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Let's say in my game I want the player to be able to "lasso" an NPC, and
have the attachment be persistent.  That is, once roped, the NPC cannot
get free of the rope until the player let's go.  For argument's sake
imagine the rope is around the NPC's waist, once attached.  I know that:

- I'll need a HUD animation to show the player's hand gripping the rope.
- When the NPC tries to run away or move closer to the player, I'll have
to change the rope entity to make it look loose or drawn taut.  In
addition, I assume that in the NPC think code I'll have to check for the
rope being attached, and, if as the NPC I'm at the end of the rope, to
halt my movement, to simulate the rope preventing my walking or running away.

My main questions are:

How do I create and draw the rope entity?  Is there a convenient way to
show the rope in a taut and "loose" state?

Also is there any way I could detect collisions between the rope and
objects in the map, so I could bend it properly around an intervening tree
for example, or will that be too huge a headache to bother with?

Lastly, how will I position or draw each end of the rope so it that the
NPC-end looks like its realistically wrapped around the waist of the NPC,
and the player-end is gripped realistically by the player's hand in the
HUD animation?

If anyone has a good idea/strategy or sample/example on how to make this
happen I'd love to hear about it.  Details please.

Thanks.

--

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