by Qrv » Thu Nov 17, 2011 11:40 pm
I really dont quite understand what you mean here.
You wish to limit the .origin of a moveable entity? Wouldnt that mean, it doesnt move?
EDIT:
Ok, after looking at the other thread, I think I get it...
Your diagram:
[Anchor Point]
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[Moveable Thingy]
Anchor Point = A fixed position entity, which is where the Moveable Thingy 'connects', as in the vid of the swingable lights.
Moveable Thingy = A light bulb, lets say, attached via 'a wire' ( rope, realistically ) to the Anchor Point ( which would be a ceiling, lets say. )
Now, the Anchor point is quite simple, its just one entity with a pre-fixed origin, I assume.
The origin of the Moveably Thingy, surely cant be fixed. Its a moving object, the origin will change. You could limit it, I guess, so as to simulate a bulb on a wire, cuz the wire aint gonna stretch really.
I'd guess to limit it, you code in something that doesnt allow it to go a certain range away from the Anchor Point origin
so, if your Anchor Points origin is "0 0 0", you'd cap the Moveably Thingy origin at say, "-32 -32 -1" to "32 32 8" ( The Z clamping should allow it to 'bounce' up and down, instead of justing spinning around the Anchor Point, but this relies on your physics implementation. )
Limiting the origin of the Moveable Thingy is pretty simple as I see it, the thing that blows my mind is the physic you need.
As for getting the angle at which the Moveably Thingy should move, in regards to being shot, exploded, explosion splash damage, I have no idea here.
For making the "rope" ( ie, the wire from Anchor Point to Moveable Thingy ) piece, not exactly amazingly relevant, but this article might be of some use/interest: .
I believe with some tweaking you could make a rope of .mdls, not particles, to act as your wire that holds the Moveably Thingy ( light bulb).
I wish I could help more tho, as this stuff is way beyond my knowledge without me doing alot of learning, but I can easily see some of the effects you could make with this, esp. in regards to adding atmosphere to a level.
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