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Is it possible to bind StickyArea to Entities?
Flisk Offline
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#11
RE: Is it possible to bind StickyArea to Entities?

(09-01-2015, 07:22 PM)Daemian Wrote: I'm confused, what's his question?

1) To have an object you can pick up in-game and place it on a sticky area.
2) Or, an object that has a sticky area attached to it.

What kind of puzzle you're trying to make Flisk?

Object that has a sticky area attached to it, which grab in hand. I mean the hose plug into a flamethrower.

I understand very little English, so I write through an interpreter.
09-01-2015, 07:37 PM
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FlawlessHappiness Offline
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#12
RE: Is it possible to bind StickyArea to Entities?

Hm! Instead of trying this specific thing, try telling exactly what it is you want to do.

Something with a flamethrower. I don't know what "the hose plug into a flamethrower" means. Try showing a picture of it, or use more words to describe it.

Trying is the first step to success.
09-01-2015, 09:06 PM
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Flisk Offline
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#13
RE: Is it possible to bind StickyArea to Entities?

(09-01-2015, 09:06 PM)FlawlessHappiness Wrote: Hm! Instead of trying this specific thing, try telling exactly what it is you want to do.

Something with a flamethrower. I don't know what "the hose plug into a flamethrower" means. Try showing a picture of it, or use more words to describe it.

I hope the picture will be understood:

[Image: scheme_stikyarea_flamethrower.jpg]

I understand very little English, so I write through an interpreter.
09-02-2015, 01:01 AM
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FlawlessHappiness Offline
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#14
RE: Is it possible to bind StickyArea to Entities?

That was beautifully explained!
Ok, so I suggest you have the following entities:

Gas Bottle (static)
Hose (moveable)
Flamethrower (movable)
Flamethrower connected (moveable)

So I'm trying to avoid using sticky areas now.
You can script it so when the Hose and the Flamethrower collide, they will be set inactive, and the Connected Flamethrower will be set active instead.

Trying is the first step to success.
09-02-2015, 12:04 PM
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Neelke Offline
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#15
RE: Is it possible to bind StickyArea to Entities?

Apologies, misunderstood.

Derp.
(This post was last modified: 09-02-2015, 12:05 PM by Neelke.)
09-02-2015, 12:04 PM
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Flisk Offline
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#16
RE: Is it possible to bind StickyArea to Entities?

(09-02-2015, 12:04 PM)FlawlessHappiness Wrote: That was beautifully explained!
Ok, so I suggest you have the following entities:

Gas Bottle (static)
Hose (moveable)
Flamethrower (movable)
Flamethrower connected (moveable)

So I'm trying to avoid using sticky areas now.
You can script it so when the Hose and the Flamethrower collide, they will be set inactive, and the Connected Flamethrower will be set active instead.
I tried to, that would be understandableSmile.
To do this, need create a separate model flamethrower with a hose. Do I understand correctly?

I understand very little English, so I write through an interpreter.
09-02-2015, 12:41 PM
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FlawlessHappiness Offline
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#17
RE: Is it possible to bind StickyArea to Entities?

Yea. I'm not sure how the physics of the hose will work though.

Trying is the first step to success.
09-02-2015, 01:04 PM
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Mudbill Offline
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#18
RE: Is it possible to bind StickyArea to Entities?

You could try doing something similar to how the power cable somewhere in Penumbra Overture works. I have not played through all of the Penumbras, so idk if it occurs more than that time, but it does there, about 2-3 hours in I would guess. However, the cable itself WAS rather glitchy, but not as much as some other entities I've seen that try to do something similar. Making a cable seems to be extremely unstable in HPL.

Here's a video of the Penumbra one. Personally I never had as much trouble with it as this here, but well, I did have some oddities with it. This is probably why you don't find these entities anywhere in Amnesia.



(This post was last modified: 09-02-2015, 02:06 PM by Mudbill.)
09-02-2015, 02:06 PM
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Flisk Offline
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#19
RE: Is it possible to bind StickyArea to Entities?

(09-02-2015, 01:04 PM)FlawlessHappiness Wrote: Yea. I'm not sure how the physics of the hose will work though.

It is a good idea. I'll try. After that report back)

(09-02-2015, 02:06 PM)Mugbill Wrote: You could try doing something similar to how the power cable somewhere in Penumbra Overture works. I have not played through all of the Penumbras, so idk if it occurs more than that time, but it does there, about 2-3 hours in I would guess. However, the cable itself WAS rather glitchy, but not as much as some other entities I've seen that try to do something similar. Making a cable seems to be extremely unstable in HPL.

Here's a video of the Penumbra one. Personally I never had as much trouble with it as this here, but well, I did have some oddities with it. This is probably why you don't find these entities anywhere in Amnesia.



Apparently, the problem was in earlier versions of the penumbra. Such problems I did not have then and now in HPL2. On the video cable connects the two static object. And I want to try to connect between the static and movable entity. As the picture above.

I understand very little English, so I write through an interpreter.
(This post was last modified: 09-02-2015, 08:14 PM by Flisk.)
09-02-2015, 08:03 PM
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DnALANGE Offline
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#20
RE: Is it possible to bind StickyArea to Entities?

I think i did something with Premonition as well??
Not sure if Thats what you want tho...
Check here:
Go to 2 hours 29 minutes

[video=youtube]https://youtu.be/Gqb9WHA6dvY[/video]
(This post was last modified: 09-02-2015, 10:06 PM by DnALANGE.)
09-02-2015, 10:05 PM
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