ColAndreas - What have you used it for?
#1

I really have no clue how many servers are using ColAndreas right now and would really like to know who uses it and what features have you created with it! Just give a small reply for what you are using it for or even a video thanks.
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#2

Lack of example scripts , that's why none sees the true power of ColAndreas however I've used ColAndreas for blood splatter on walls (s/o Crayder) , and I thought of making NPC's detect walls but without an example script that's sadly a no go.
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#3

I've done quite a bit with ColAndreas, I can't even list all of the things I've used it for.

Just a few:
- Advanced physics include stuff
- Making sure a specific vehicle model can fit somewhere
- Lot's of debugging stuff
- An interesting screen-to-world animation (you won't understand how cool it is unless you've seen it)
- Setting C4 on any surface with rotation accordingly
- Getting the exact center of that circle thing by the quarry (which I used for a pretty cool DM map)
- Detecting vehicle collision area
- So much more...

And about the vehicle collision area thing, that was a thing Abagail needed. It's basically just a scan [mesh-like] ray area in front of the car for now. I plan on adding a feature to ColAndreas that will scan shape areas for any world collisions.
It will have spheres and prisms. The prisms would make this collision thing a lot easier. It's going to be exactly like CA_ContactTest but with resizable shapes. For example, you could create a prism that is the exact dimensions of the vehicle (i.e. height and width, length would be your scan area desire) and place it in front of the car (with rotations so it's actually aiming away from the vehicle). You could scan that area for any collisions. This could be used for NPC drivers that would slow down before colliding with objects, detecting a vehicle collision before it happens, and a lot more things that wouldn't have anything to do with vehicles.
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#4

I had made a basket stadium but then read that custom objects cant be detected for collision and i got sad .
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#5

Quote:
Originally Posted by Crayder
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I've done quite a bit with ColAndreas, I can't even list all of the things I've used it for.

Just a few:
- Advanced physics include stuff
- Making sure a specific vehicle model can fit somewhere
- Lot's of debugging stuff
- An interesting screen-to-world animation (you won't understand how cool it is unless you've seen it)
- Setting C4 on any surface with rotation accordingly
- Getting the exact center of that circle thing by the quarry (which I used for a pretty cool DM map)
- Detecting vehicle collision area
- So much more...

And about the vehicle collision area thing, that was a thing Abagail needed. It's basically just a scan [mesh-like] ray area in front of the car for now. I plan on adding a feature to ColAndreas that will scan shape areas for any world collisions.
It will have spheres and prisms. The prisms would make this collision thing a lot easier. It's going to be exactly like CA_ContactTest but with resizable shapes. For example, you could create a prism that is the exact dimensions of the vehicle (i.e. height and width, length would be your scan area desire) and place it in front of the car (with rotations so it's actually aiming away from the vehicle). You could scan that area for any collisions. This could be used for NPC drivers that would slow down before colliding with objects, detecting a vehicle collision before it happens, and a lot more things that wouldn't have anything to do with vehicles.
I'd love to see the C4 surface stuff....


As for what I've made, thanks to Crayder's genius idea for blood splatter.... Is vehicle bullet marks and not to mention bullet pass-through, with most wall objects set accordingly to allow damage to players behind cover when that "object" can't be destroyed makes for a decent amount of fear.

And a few other things that I won't mention due to them not being entirely finished, but I guess the best one out of the lot if Bullet "Holes/Marks"...
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#6

Quote:
Originally Posted by Crayder
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I've done quite a bit with ColAndreas, I can't even list all of the things I've used it for.

Just a few:
- Advanced physics include stuff
- Making sure a specific vehicle model can fit somewhere
- Lot's of debugging stuff
- An interesting screen-to-world animation (you won't understand how cool it is unless you've seen it)
- Setting C4 on any surface with rotation accordingly
- Getting the exact center of that circle thing by the quarry (which I used for a pretty cool DM map)
- Detecting vehicle collision area
- So much more...

And about the vehicle collision area thing, that was a thing Abagail needed. It's basically just a scan [mesh-like] ray area in front of the car for now. I plan on adding a feature to ColAndreas that will scan shape areas for any world collisions.
It will have spheres and prisms. The prisms would make this collision thing a lot easier. It's going to be exactly like CA_ContactTest but with resizable shapes. For example, you could create a prism that is the exact dimensions of the vehicle (i.e. height and width, length would be your scan area desire) and place it in front of the car (with rotations so it's actually aiming away from the vehicle). You could scan that area for any collisions. This could be used for NPC drivers that would slow down before colliding with objects, detecting a vehicle collision before it happens, and a lot more things that wouldn't have anything to do with vehicles.
Can we see it?
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#7

I used only time in air missiles script.
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#8

Quote:
Originally Posted by vassilis
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I had made a basket stadium but then read that custom objects cant be detected for collision and i got sad .
Umm, custom objects have ALWAYS been able to be detected. Whether you mean custom models or server objects, they all are.

For custom models you just run the wizard with CUSTOM.img included (there's an option to include it in the Wizard). For server objects you just use CA_CreateObject (or the wrappers in the include, most likely).

Quote:
Originally Posted by Kimble
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Can we see it?
See what exactly? I talked about more than one 'it' there... Just PM me.

@Day_: I also did a missile script with it... Well, it was S.A.M. script I found on here somewhere that I added some super upgrades to.

@zT KiNgKoNg: I take no credit for that idea, it was one of things that were mentioned a lot when ColAndreas was first introduced. I was just the first to release a script with it (I already had one, I just figured someone else would've by now and I don't release most of my things).



@Pottus: Is TexAndreas really a go? That'd be great for a lot.
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#9

Crayder has just gave me an eye-opener for the possibilities that ColAndreas can do haha, I'll certainly be downloading it and see what I can do with it, I'll update this soon!
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#10

Quote:
Originally Posted by -CaRRoT
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Crayder has just gave me an eye-opener for the possibilities that ColAndreas can do haha, I'll certainly be downloading it and see what I can do with it, I'll update this soon!
I think a lot more people would be enlightened if they really knew what ColAndreas was for. I still come across many people that ask me what it's for, what each function does, etcetera.

Perhaps me and Pottus should cook up a few tutorials and representations. Everybody that I have shown personally has been amazed, it just get's pretty exhausting taking everybody into my home server to show them... xD
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