Home   Help Search Login Register  

Author Topic: Ponton Bridge  (Read 10638 times)

0 Members and 1 Guest are viewing this topic.

Mav

  • Guest
Re:Ponton Bridge
« Reply #15 on: 23 Apr 2003, 22:54:10 »
you ever tried drving vehicles over others, you just go "CRRK" and bounce around and turn upside down and start shaking in the ground, like messiah said the script would be the only way to do it..

swift88

  • Guest
Re:Ponton Bridge
« Reply #16 on: 28 Apr 2003, 15:26:33 »
ive got a new idea, who has the BIS MH-47 ? well thats a moving object, and u can put a jeep in that :o http://www.concept-5.com/ballistic/ i think its well good, because you can paradrop it.................however getting back to the point i was thinkin that this kinda script would b suitable for a bridge laying tank ???????????????????????? ::)

swift88

  • Guest
Re:Ponton Bridge
« Reply #17 on: 28 Apr 2003, 15:39:24 »
i dunno if u would call this a pontoon but heres a screen shot

try http://www.bwmod-marine.de/include.php?path=start.php
« Last Edit: 28 Apr 2003, 15:40:52 by swift88 »

tankieboy

  • Guest
Re:Ponton Bridge
« Reply #18 on: 28 Apr 2003, 18:07:54 »
Das ist fantastic

swift88

  • Guest
Re:Ponton Bridge
« Reply #19 on: 28 Apr 2003, 19:56:41 »
lol i presume u ave been on it (sorry i forgot to tell u that its german) any way...............  :-[

swift88

  • Guest
Re:Ponton Bridge
« Reply #20 on: 28 Apr 2003, 20:51:26 »
« Last Edit: 29 Apr 2003, 19:10:30 by swift88 »

tankieboy

  • Guest
Re:Ponton Bridge
« Reply #21 on: 28 Apr 2003, 21:11:30 »
I get a Crash To Desktop "Invalid Crew BWMOD_Soldier" when I use the bridge.

swift88

  • Guest
Re:Ponton Bridge
« Reply #22 on: 28 Apr 2003, 21:13:49 »
nooooooooo wat u do is use the boat as 'empty then hop into it (the actual bridge is in the objects) bw-something

tankieboy

  • Guest
Re:Ponton Bridge
« Reply #23 on: 28 Apr 2003, 21:41:25 »
Cool

swift88

  • Guest
Re:Ponton Bridge
« Reply #24 on: 29 Apr 2003, 21:05:02 »
[img removed]bridge_laided.jpg[/img]

[img removed]bridge_layout.jpg[/img]

[img removed]wolervine_transport.jpg[/img]

wat u recon?

tankieboy

  • Guest
Re:Ponton Bridge
« Reply #25 on: 29 Apr 2003, 23:23:20 »
Make it, make it and make it.

swift88

  • Guest
Re:Ponton Bridge
« Reply #26 on: 29 Apr 2003, 23:27:48 »
i dunno where 2 start *suggestions*  ::) or do u recon i should do a MORE BRITISH unit
« Last Edit: 29 Apr 2003, 23:36:21 by swift88 »

DeLiltMon

  • Guest
Re:Ponton Bridge
« Reply #27 on: 30 Apr 2003, 11:48:48 »
Been having a think about this and I reckon it can be done.
I think you're on the right track with the 3 separate models since I don't think you can animate the same part twice :-\
I reckon it needs to be done in steps with a script(s) to link them together
Step 1 - Tank carrying bridge drives into position, "launch bridge" option in action menu activated
Step 2 - Stowed bridge to extended bridge using a rotation animation with the rotation point far enough away that it looks like it's sliding rather than rotating (like the doors on the SEB Huey)
Step 3 - Script called to swap model to extended bridge model
Step 4 - Script activates "lay bridge" option, animation moves the bridge forward towards the ground
Step 5 - Script swaps model for tank without bridge model and adds model of bridge in front of it which can be driven over.
The bridge can be picked up by running another script which runs the above in reverse.

I know nothing about scripting, so if someone who does could give some idea of the feasability of this it would be much appreciated.
As for animations try Colonel Klinks tutorials (http://www.dc3d.co.nz/)

Hope this makes sense cos my brain hurts now.

swift88

  • Guest
Re:Ponton Bridge
« Reply #28 on: 30 Apr 2003, 12:33:27 »
cheers, im at school at the moment so ill have to speak to u all later! Wat u recon about the model, or do u recon i should make a simpilar model

DeLiltMon

  • Guest
Re:Ponton Bridge
« Reply #29 on: 30 Apr 2003, 13:18:45 »
It depends on the poly count, I'd say in the region of 3500 at the most for the brodge and tank together :-\