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 Vehicle pilots?

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lbrewer
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PostSubject: Vehicle pilots?   Fri Nov 04, 2011 4:24 pm

With the vehicle/mech's will they actively show creature pilots. Like say if you want to create squads of bikers to arras the enemies flanks could you see your creature positioned on them? this could also come into a more practical meaning rather than an aesthetic meaning as the more complicated the vehicle, the more crew needed for it to operate. there's just two main problems, signalling where the creature will sit, and knowing whether it will be shown.
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PostSubject: Re: Vehicle pilots?   Fri Nov 04, 2011 4:25 pm

lbrewer wrote:
With the vehicle/mech's will they actively show creature pilots. Like say if you want to create squads of bikers to arras the enemies flanks could you see your creature positioned on them? this could also come into a more practical meaning rather than an aesthetic meaning as the more complicated the vehicle, the more crew needed for it to operate. there's just two main problems, signalling where the creature will sit, and knowing whether it will be shown.
This is one of the things that falls into the "get to it when we get there" problem. we have to build planets, biomes, and organisms before we take a whack at technology.

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The Uteen
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PostSubject: Re: Vehicle pilots?   Fri Nov 04, 2011 5:33 pm

The positioning of the creature will be done in the tech editor, with a 'rag doll' organism that the player positions on the tech/vehicle. Unless we think of a better way to do it. (Obviously a practical one as well, we can all think up magic as a better way but it can't actually be used)
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PostSubject: Re: Vehicle pilots?   Fri Nov 04, 2011 6:01 pm

I that we do Some kind organism Training system if the player is on organism mode
Like The organism has been Trained to be a Pilot he will automatically be on the Pilot Sit when he enters A spaceship or a plane
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PostSubject: Re: Vehicle pilots?   Fri Nov 04, 2011 6:54 pm

I promise that I will actually devote a non-facetious brain cell to this after we have an organism to position.

Seriously, re-use one of the 'sit' animations that we'd already have for creature stage, and then position the arms/graspers. Or have blacked out windows.

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PostSubject: Re: Vehicle pilots?   Fri Nov 04, 2011 11:18 pm

Mysterious_Calligrapher wrote:
Or have blacked out windows.
Best idea i've seen

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PostSubject: Re: Vehicle pilots?   Fri Nov 04, 2011 11:22 pm

~sciocont wrote:
Mysterious_Calligrapher wrote:
Or have blacked out windows.
Best idea i've seen

good point, see though windows would be a pain for stuff like that, interior modeling would be such a drag. And it would eat up more ram than a fat boy in a chocolate shop. But for open top vehicles and bikes there would have to be a build in sit animation.
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Tenebrarum
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PostSubject: Re: Vehicle pilots?   Sat Nov 05, 2011 12:18 am

Ragdoll poser.

Nuff said.

Tinted windows is infeasible given the shear variety the TE will have to cover, and remember that the player needs to have control too.
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PostSubject: Re: Vehicle pilots?   Sat Nov 05, 2011 4:33 am

Well This thing Got Solved
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Mysterious_Calligrapher
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PostSubject: Re: Vehicle pilots?   Sat Nov 05, 2011 12:46 pm

Hooray. One more nitpick solved.

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PostSubject: Re: Vehicle pilots?   Sat Nov 05, 2011 4:27 pm

lbrewer wrote:
~sciocont wrote:
Mysterious_Calligrapher wrote:
Or have blacked out windows.
Best idea i've seen

good point, see though windows would be a pain for stuff like that, interior modeling would be such a drag. And it would eat up more ram than a fat boy in a chocolate shop. But for open top vehicles and bikes there would have to be a build in sit animation.


Yessir. QFT
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The Uteen
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PostSubject: Re: Vehicle pilots?   Sat Nov 05, 2011 5:18 pm

Um... Hooray!
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