28.03.2016, 23:45
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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. |
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"...