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Thread: 'Mechs, Anyone?

  1. #1
    I was just wondering a few things about the engine.

    1. Does it support bipedal vehicular locomotion? Can I make a battlemech actually move correctly? I need walking, running, kneeling, a shutdown posture, torso twisting, and a good range of arm movement.

    2. Does the engine support multiple hit locations on vehicles? And if so, can internal mechanisms be modeled as well (I.E. support structure and myomer muscle fiber which when damage would make the limb fall off [structural damage] or make the limb move more slowly or not at all [myomer damage])?

    3. Does the engine support multiple firing ports on vehicles?

    4. Will the engine support "jump jets" on ground vehicles? Basically, some mechs have limited burn thrusters on them which allow them to travel through the air for short distances (couple hundred meters at best).




  2. #2
    1. No
    2. No
    3. No
    4. Yes

  3. #3
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    1. Couldn't you just use a huge human like unit model?
    2. Couldn't you just use a huge human like unit model?
    3. Yes, multiple turrets are supported for vehicles, although I don't know if turrets can be attached to a huge human like unit model.
    4. Scripting should make that quite easy.


    I remember seeing a few mechas in OFP, although the only one I ever looked at in game was a 6 legged "tank" from Ghost In The Shell. It's walking animation was good enough for the job.
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  4. #4
    I'd love to see a elemental in ArmA first :> I am sure this will be possible even know.. and it would rock everything
    Please excuse my baaaaad english.

    Oh.. and visit #arma-game and #arma-edit in Quakenet if you want to chat with other ArmA Players and Editors

  5. #5
    well..
    arma uses skeletons/bones for animations now..
    so it should be possible..

    but we need the tools

  6. #6
    Quote Originally Posted by (fasad @ April 22 2007,06:18)
    1. Couldn't you just use a huge human like unit model?
    2. Couldn't you just use a huge human like unit model?
    3. Yes, multiple turrets are supported for vehicles, although I don't know if turrets can be attached to a huge human like unit model.
    4. Scripting should make that quite easy.


    I remember seeing a few mechas in OFP, although the only one I ever looked at in game was a 6 legged "tank" from Ghost In The Shell. It's walking animation was good enough for the job.
    you dont need a huge human model, you can do this all with a tank cfg. you have to use how nephilim said, cfg skeletons, and bones, and ofcourse cfganimations. so you do the selections on your model, and configure your anims in cfganimations. and ofcourse you will need a script what starts this things. and you can define some keys for kneeing, or jumping or running...just all things are made at least with some little scripts. so this things are possible i think!

    but only one problem, you know, one battlemech has got 1 mechcommander. but in arma is it not possible to use 1crew for fireing and driving a vehicle (groundvehicle) at same time, you will need 2 crews or more (for more turrets) and thats for me s***! hope BIS guys will support one manned tanks!

    Sentry

  7. #7
    Mechs with more than one crew would be a lot cooler IMO, you could always try using manual fire, but you wouldn't be able to aim the weapons that way afaik.

  8. #8
    Quote Originally Posted by (Profe @ April 22 2007,14:40)
    Mechs with more than one crew would be a lot cooler IMO, you could always try using manual fire, but you wouldn't be able to aim the weapons that way afaik.
    all mechwarrior games got one maned mechs xD
    and is it cooler if you have to control a GDI Wolverine with 3 crews?! "Driver, Gunner right, Gunner left" and its not that much bigger than a soldier... i dont think that it is cooler

    Sentry

  9. #9
    I've actually been working on a MechWarrior mod for Arma since last year and have some units done.

    I'm still in the hope that arma wil support skeletons/bones for vehicles though i havent seen anything that will suggest that complex anims are possible for any class other than soldier/units.

    Some word from BIS on this would be great

    BTW

    Models/textures/normals Done are:

    Vulture
    Timberwolf
    Madcat

    And models for

    Uziel and Cougar and some other stuff

    I've also got some great concepts and idea's for the story and gameplay, but i'll only start releasing content when i know the engine can support what i'm planning.






  10. #10
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