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AMAZING!!EOD2.3 have train!!!

Posted: Sat Dec 04, 2010 8:20 pm
by Dennis|8749236
there is a video is showing the train running on the track... i really want know how did they stick the train on the track...
i tried before but the train can run any where not on the track... if i can know it i will build a amror train and blow up everything :twisted:
Eod Website
http://www.eodmod.com/website2007/start2.htm

Re: AMAZING!!EOD2.3 have train!!!

Posted: Sat Dec 04, 2010 8:22 pm
by Dennis|8749236
Nothing is impossible. Apache Thunder has coded AP mines for BF42 and we have implemented the code in EoD so we can use AP and claymore mines.
The code is very well and it ensures that only enemies will detonate on the mines, but no teammates !
wow, Apache Thunder's AP mine code is in EOD now :)

Re: AMAZING!!EOD2.3 have train!!!

Posted: Sun Dec 05, 2010 9:26 am
by Senshi
Trains have been discussed before. In theory it's pretty easy to set them up, but it takes a lot of work and it ALWAYS is glitchy. EoD just did a lot of tweaking to ease off a lot of those glitches. The whole way of making a vehicle stick to a preset track is glitchy.

How it works? Simple: Create invisible col-meshes that wall the rails in left and right. Make curved invis walls for curves etc. . Now plant a PCO on that track that has a fitting col-mesh (best to use a "hook" approach of the col mesh, making the mesh hook in on the rail guide-colmeshes on the ground (think monorail). Nothing too fancy, the more sophisticated the col mesh that reacts to the wall meshes, the more bouncy and glitchy it gets. Give the train a solid mass and grant it heavy friction so it moves "trainlike" (heavy) and doesn't bounce that much.

Of course the "walls" will have to use a special material that ONLY reacts to the train, allowing projectiles, cars and people to pass through (which ofc is also glitchy).

After you have done all that, you can "build" a rail with a lot of fiddling and tiddling in a map editor. Always with glitches, but it can look nice. Then again, there is rarely any scenario where employing a useable train makes sense.

Re: AMAZING!!EOD2.3 have train!!!

Posted: Sun Dec 05, 2010 3:33 pm
by Dennis|8749236
how to add a invisible wall?
can i use the col mesh i already have in BF1942?
and how to make other material don't react with invisible wall? i have seen DCF's A10 Avenger projectile won't react with the radar tower in Battle Of Bratain...

Re: AMAZING!!EOD2.3 have train!!!

Posted: Thu Dec 09, 2010 9:29 pm
by Senshi
On how to make the wall invisible:
Simple. just don't use a LOD mesh for it, COL only while creating it.

Regarding collisions: You have to set up new materials and how they interact. Check the game.rfa/materialmanager stuff for this.