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How...?

Posted: Fri Feb 25, 2005 9:56 pm
by Dwin
How can I make models drivable/fireable/destroyable?

How...?

Posted: Fri Feb 25, 2005 11:56 pm
by Jason
Select the model, press A to assign an 'actor' :wink: best if you read the tutorials on the web site.

How...?

Posted: Sat Feb 26, 2005 1:55 am
by Dwin
No, that's not what I mean.

I mean how do you give them the ability to be driven/fired/destroyed? Take aair_gun.i3d for example. It currently has a normal and destroyed version, but I also want players to be able to aim and fire it. How would I do this?

How...?

Posted: Sat Feb 26, 2005 5:49 am
by Jason
Some models you can not use. Like the AA guns :?

How...?

Posted: Sat Feb 26, 2005 3:45 pm
by Dwin
Yes, but there is a way to edit them so that they can work with certain actors.

If you've played the Normandy campaign, in the first mission, the truck has 1 extra seat for the wounded soldier.

It's that kind of editing I'm talking about. How do you do it?

How...?

Posted: Sat Feb 26, 2005 6:09 pm
by Lars
The extra seat you mentioned has been added with max to an "new" model.

How...?

Posted: Sat Feb 26, 2005 7:25 pm
by Dwin
So, it has to be done in a modelling program?

How...?

Posted: Sat Feb 26, 2005 10:18 pm
by Dwin
I dont want to start another thread, so I'll post my problem here.

I have an enemy who doesnt drive his vehicle on the path I specified.

How...?

Posted: Sun Feb 27, 2005 9:10 pm
by Dwin
Okay, I just got rid of that vehicle.

Now I have another vehicle related problem...I have an enemy set to drive a truck, but the truck wont move.

I have three of them, and only 1 of them will move. They are all identical, as are the people driving them, only their destinations are different. I didnt misspell the names of the checkpoints the drive to...what could be wrong?

How...?

Posted: Sun Feb 27, 2005 9:57 pm
by Lars
Are their volumes not static? select the model and press ctrl +v if that was right...

How...?

Posted: Mon Feb 28, 2005 12:00 am
by Dwin
Um, which one's are static and non static?

...the colour of the volumes were red.

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Posted: Mon Feb 28, 2005 12:06 am
by Dwin
Okay, now it works. Seems I just had to put some more space between them or something...

Now, another "how" question.

I have my trucks stop at different points on the map. How do I make the soldiers dismount?

EDIT: OH GREAT. Insanity 2 crashed while I was doing something, and now, I cant load the map anymore.

WILL THE PROBLEMS NEVER END?!

EDIT2: Can someone answer my original question?

EDIT3: And also the question about making enemies get off vehicles?

:D ..... :(

How...?

Posted: Mon Feb 28, 2005 7:40 am
by Bighouse
You need 3dmax 3.x to make non-usable models to work. There you have to add required dummy-objects to the model and export the model back to i3d.

One way to make people jump off the vehicle is to use detectors. As soon as vehicle reaches certain point, detector sends a signal to dismount.

You should take backups from your mission-files from time-to-time. Editor can sometimes corrupt your Scene.bin -file.

How...?

Posted: Mon Feb 28, 2005 10:14 am
by Grenni
Well, have you managed to get enemies dismount a vehicle, Bighouse? Cause I never did :? . Once you make them use a vehicle, let them drive to a certain CP, wait for a signal and move to another CP by foot, they will not budge from their seat when they receive the signal to dismount.
So I simply use the trick to make them invisible once they reach their destination and let another fellow become visible right beside the truck. Unfortunately not even that works all the time.

How...?

Posted: Mon Feb 28, 2005 11:25 pm
by Dwin
[quote=""Bighouse""]You need 3dmax 3.x to make non-usable models to work. There you have to add required dummy-objects to the model and export the model back to i3d.[/quote]

I wish I still had 3DSMax... :( ...is anyone willing to edit a few models for me? :D
You should take backups from your mission-files from time-to-time. Editor can sometimes corrupt your Scene.bin -file.
I used to, but due to the frequent crashes Insanity 2, and my computer experiences, I had to update it constantly. I noticed there was a _backup folder that contained the addon I was making, so I deleted my old backups. When my original scene became corrupted, I checked the backup, which was a different file, and that was also corrupt.