Wrectified, locomotion and Assembly

UPDATED FILE
http://www.pasteall.org/blend/28100 Mit CC 3.0 - name author - Project Wrectified


wasd-Q-E move actor

MouseDown- grab component if targeted

if a component is target for now a white box appears

Middle mouse = attach component

MouseWheelUp-Re Align Arms

E- detach component

B-kill ragdoll
N-Revive ragdoll

1 - spawn battery
2- spawn head
3- spawn gun

update-cleanedup

file new -> -http://www.pasteall.org/blend/27783

edit - friction prevented navigation

added “ray”------and------motion Linv L A z .125
if power>0------/

Edit-New File - http://www.pasteall.org/blend/27784

Update

hold shift to run

“grab animation” plays when picking up item,

added some little tweaks here and there

http://www.pasteall.org/blend/27787

Input? feedback?

Strange? terrible? terribly strangely awesome?

Johny 5 need input

http://www.amitty.co.uk/bumpkin/img/Johnny5.jpg

Haha, this looks absolutely terrific. Seriously, I really like what you’re doing with it. Ostensibly the walking system is… a little clunky right now, but hey, work in progress, and for the kind of physics-based stuff you’re using it’s brilliant. May I ask, when you remove a component from the … assembly thing, how do you fix the physics mesh so as to have proper boundaries? That is, how are components connected?
Keep it up, looks awesome.

Also, a bug:



Walking on walls is cool as all, I’m just not sure that was your intent. So, yeah, take note

The rig is setup for zero G, its looks for the property Map, I can change it to a material and then make the material invisible.

The components are compound physics bounds, that spawn a “Tmesh” that is it’s jacks to expose its materials for a ray cast, when the Tmesh is added the component assigns Tmesh[‘Father’]=own

The Tmesh does
own.worldPosition=Father.worldPosition
own.worldOrientation=Father.worldOrientation
(so it copies position and rot, without parenting and loosing it’s triangle meshness :D)

so ray hits Tmesh -> material Link_05

look up
Father=Tmesh[‘Father’]
if Father[‘MALink_05’]= False

move to position, parent and set

Father[‘MALink_05’]=True

Walk DeClunkified,

http://www.pasteall.org/blend/27824

:smiley: run now needs it’s own animation,

http://www.pasteall.org/blend/27866 - PLEASE TEST

Mit CC 3.0 - name author - Project Wrectified

Let Me know :smiley:

I get 60 fps - with alot of GFx and physics room to spare ?

Test and post your machines specs,

Keys

W - S Move forward/back
Q - E Strafe left/right
A - D Turn Left/Right
Shift+W- Run
` grab item - (the little key before 1)

1 - spawn battery/component jack
2 - spawn “sensor”
3 - spawn “Gun”

middle mouse = parent
unparent = E
Left mouse = draw weapon (needs work) - middle mouse when drawn to fire
Right mouse = raise right arm

(lifting) needs animation action actuator needs work (stutters)

New features - better walk, camera tricks, bullet from gun = kills p[layer

Next Up - “gravity” from navmesh so anywhere the player goes, ai’s can follow,

http://www.pasteall.org/blend/27897

Redid the controls,

mouse wheel up = recenter view

click mouse wheel in = parent,

roll mouse wheen down=grab item

http://www.pasteall.org/blend/28100
Mit CC 3.0 - name author - Project Wrectified

New keys
B-kill ragdoll
N -Revive

MANY improvments
2 many to name.

This is fun… without any levels, props, or enemies, or puzzles…

This is a good sign.

You need to add the LadderOmega blend.Since you are sharing this here.

Hhahahahaaaahahhaha!

May I have some stars on my paper, please …

I give you three stars on your paper.But i could not give you four.Until he is textured ,his arms and feet move like a real. person.That is what someone would want that is playing the game.They would complain about that.