Death Objects And Hiding Objects
- MG Balloon
- Private First Class
- Posts: 12
- Joined: Fri Jun 08, 2012 2:35 pm
Death Objects And Hiding Objects
I have 2 Questions:
1. Can We Hide Any Object From Appearing On The Map? Such As A Teleporter, Or Is A Plugin Needed for that? Or Is It even Possible With A Plugin?
2. Can We Make Any Death Objects That Wont Kill A specific Team? Or Is A Plugin Needed For That? Or Is It even Possible With A Plugin?
1. Can We Hide Any Object From Appearing On The Map? Such As A Teleporter, Or Is A Plugin Needed for that? Or Is It even Possible With A Plugin?
2. Can We Make Any Death Objects That Wont Kill A specific Team? Or Is A Plugin Needed For That? Or Is It even Possible With A Plugin?
Re: Death Objects And Hiding Objects
Objects cannot change once the map has been started. Whatever their appearance is when they are created is the state they will remain in. (Only exception is drawInfo, which is not relevant here) Nothing can be done about it. Note that you can make an object invisible out the screen (invisible texture / color) or invisible on the radar (noradar option, except for teleporters), but still be usable / solid on the map itself.
You cannot make a death object only kill a certain team. It either kills anyone that touches it, or no one. It is possible to have a plugin that lets you specify zones tanks cannot be in and kill them on a per-team basis, if that alternative is viable.
You cannot make a death object only kill a certain team. It either kills anyone that touches it, or no one. It is possible to have a plugin that lets you specify zones tanks cannot be in and kill them on a per-team basis, if that alternative is viable.
- MG Balloon
- Private First Class
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- Joined: Fri Jun 08, 2012 2:35 pm
Re: Death Objects And Hiding Objects
Oh Thx Sig, That answered my questions
- MG Balloon
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- Joined: Fri Jun 08, 2012 2:35 pm
Re: Death Objects And Hiding Objects
Oh And from what i get in ur reply, a plugin is needed to specify zones tanks cannot be in. Is that for spawning too? If it dsnt need a plugin please tell me how to do it
Re: Death Objects And Hiding Objects
A tank's spawn zone can be specified as follows, straight from the wiki:
See http://wiki.bzflag.org/Zone for full details. All map making elements can be found in the wiki. I always try and suggest to use the bzw man page that comes with BZFlag as well, have one linked here: http://z-gamers.net/uploader/multi-file ... s/bzw.html. Just takes some searching, but is thorough.
Code: Select all
zone
name example_zone
position 0.0 0.0 0.0
size 1.0 1.0 1.0
rotation 0.0
#Specify a zone for all teams.
team 0 1 2 3 4
end
Re: Death Objects And Hiding Objects
there is one way to somewhat change the appearance, but not really change move. using spheremapping will cause a texture to appear to move on an object when you do, if I remember correctly this makes interesting appearance of textures that are partially seethrough
known as: Tanx, Eoncho, ckw.
Bzflag player since 2001.
Bzflag player since 2001.
Re: Death Objects And Hiding Objects
You already got awesome replies, but I want to give one more.
"Can We Hide Any Object From Appearing On The Map?"
Well, if you want t create a Map and make an object invisible, just create it is a Mesh and then set Alpha to 0.
There you go, invisible object!
"Can We Hide Any Object From Appearing On The Map?"
Well, if you want t create a Map and make an object invisible, just create it is a Mesh and then set Alpha to 0.
There you go, invisible object!
The result of saying that you can beat me is the same as bragging how Ponies are stupid... You always die in the end.
Re: Death Objects And Hiding Objects
That was mentioned in the first reply.Despair wrote:You already got awesome replies, but I want to give one more.
"Can We Hide Any Object From Appearing On The Map?"
Well, if you want t create a Map and make an object invisible, just create it is a Mesh and then set Alpha to 0.
There you go, invisible object!
Re: Death Objects And Hiding Objects
Yes, but he did not mention the Mesh and that Mesh has an option called "Alpha".
The result of saying that you can beat me is the same as bragging how Ponies are stupid... You always die in the end.
Re: Death Objects And Hiding Objects
yes, its another way to do it, but there are many ways to do it. not all are as practical, I mean you could also use drawinfo as well, but who would want to do that? no materials would even be required if you used drawinfo though. but very impractical
known as: Tanx, Eoncho, ckw.
Bzflag player since 2001.
Bzflag player since 2001.
Re: Death Objects And Hiding Objects
Alpha is part of the color (or 'diffuse') option. It's not a separate option in a material.
Re: Death Objects And Hiding Objects
blast,
You can set variables for a Mesh, Red - Green - Blue - Aplha
Now, why did I point out Alpha, well, with Red - Green - Blue you may set any color you want the object to be in, while Alpha is transparency.
You can set this variables from 0 to 1, and setting Alpha to 0 makes the Object invisible.
You can set variables for a Mesh, Red - Green - Blue - Aplha
Now, why did I point out Alpha, well, with Red - Green - Blue you may set any color you want the object to be in, while Alpha is transparency.
You can set this variables from 0 to 1, and setting Alpha to 0 makes the Object invisible.
The result of saying that you can beat me is the same as bragging how Ponies are stupid... You always die in the end.
Re: Death Objects And Hiding Objects
the closest thing to this, that is setting red, green, blue, or alpha seperately is not in mesh, in fact it would be in dynamicColor, in materials it would be diffuse x y z 0 for alpha = 0
in dynamicColor
and just to further my point
http://wiki.bzflag.org/Mesh
there is no set alpha there, and even if there were, using materials for it would be more practical.
another page that may be of use
http://wiki.bzflag.org/Material
in dynamicColor
Code: Select all
dynamicColor
name dc1
alpha limits 0 0
end
material
name mater1
dynCol dc1
end
box
position 0 0 0
size 10 10 10
matref mater1
end
http://wiki.bzflag.org/Mesh
there is no set alpha there, and even if there were, using materials for it would be more practical.
another page that may be of use
http://wiki.bzflag.org/Material
known as: Tanx, Eoncho, ckw.
Bzflag player since 2001.
Bzflag player since 2001.
- optic delusion
- Special Forces
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Re: Death Objects And Hiding Objects
There is also the "no radar" and noshadow options. Shadow is very important, often overlooked. (heh) You should stay away from using alpha to make transparent, there are better ways.
If you have a great number of transparent, or semi-transparent objects, it can slow rendering significantly. Especially if you use alpha channel to make clear.
These other options will negate that problem.
Here is what I consider to be the ideal invisible material.
You could also make a completely invisible tele porter, with "border 0" and...
I have other semi-transparent textures in that image folder. They may be handy as well.
If you have a great number of transparent, or semi-transparent objects, it can slow rendering significantly. Especially if you use alpha channel to make clear.
These other options will negate that problem.
Here is what I consider to be the ideal invisible material.
Code: Select all
material
name invisible
diffuse 0 0 0 0
noculling
noradar
noshadow
nosorting
nolighting
groupalpha
end
You could also make a completely invisible tele porter, with "border 0" and...
Code: Select all
material
name LinkMaterial
addtexture http://images.bzflag.org/pmatous/transparent/Trans-100.png
end
I have other semi-transparent textures in that image folder. They may be handy as well.
Take a look at my Defender game mode concept.
Thinking is not an automatic process. A man can choose to think or to let his mind stagnate, or he can choose actively to turn against his intelligence, to evade his knowledge, to subvert his reason. If he refuses to think, he courts disaster: he cannot with impunity reject his means of perceiving reality.
Thinking is not an automatic process. A man can choose to think or to let his mind stagnate, or he can choose actively to turn against his intelligence, to evade his knowledge, to subvert his reason. If he refuses to think, he courts disaster: he cannot with impunity reject his means of perceiving reality.
Re: Death Objects And Hiding Objects
I believe that 'noradar' only works for the 'fast' or 'fast sorted' radar types.
And the invisible teleporter will still cause the yellow glow when you get close to it.
And the invisible teleporter will still cause the yellow glow when you get close to it.
Re: Death Objects And Hiding Objects
Hmm, yeah, Shadows still show.
I may be wrong, and if I am, it would be a cool feature.
I heard (or was I only imagining it?) there is a Plug-in in which you can set what time of day would be through the whole play-time. Holding down = would not do a thing.
Having it at 12:00 would be cool.
I may be wrong, and if I am, it would be a cool feature.
I heard (or was I only imagining it?) there is a Plug-in in which you can set what time of day would be through the whole play-time. Holding down = would not do a thing.
Having it at 12:00 would be cool.
The result of saying that you can beat me is the same as bragging how Ponies are stupid... You always die in the end.
Re: Death Objects And Hiding Objects
The in-game variable _syncTime would force the client to use the server's time of day as the display on their client. However, there is no way to stop the time from passing.Despair wrote: I heard (or was I only imagining it?) there is a Plug-in in which you can set what time of day would be through the whole play-time. Holding down = would not do a thing.
Re: Death Objects And Hiding Objects
I see, thanks.
Can you use this variable only In-Game, or can you set it in .bzfs as well?
Sorry, never used that.
Can you use this variable only In-Game, or can you set it in .bzfs as well?
Sorry, never used that.
The result of saying that you can beat me is the same as bragging how Ponies are stupid... You always die in the end.
Re: Death Objects And Hiding Objects
The option can be set just like any other variable, whether it's defined in a config file that is specified, in the map file's options, or directly in bzfs itself.
Re: Death Objects And Hiding Objects
You can set the _latitude and _longitude to specific areas that would, for instance, always be day or always be night, though you would have to adjust this depending on the time of year.
Re: Death Objects And Hiding Objects
I see.
Okay, will keep that in mind.
Also, the weather changes and sky color do not effect this, right?
Edit: Since some do not like me to keep this forums active, I will stop.
Okay, will keep that in mind.
Also, the weather changes and sky color do not effect this, right?
Edit: Since some do not like me to keep this forums active, I will stop.
Last edited by Zverina on Wed Aug 01, 2012 11:34 am, edited 1 time in total.
The result of saying that you can beat me is the same as bragging how Ponies are stupid... You always die in the end.
Re: Death Objects And Hiding Objects
This is a bit annoying that you are getting way side tracked off of the original topic. You can easily ask these through private message, in game, or just start a new topic concerning this, for whatever reason you have to know this information.
To answer your question, weather and sky color will not be affected. However, do note that sky color does get affected based on the time of day. At night, the sky color barely changes the actual night sky while during the day it completely obscures it. This is most noticeable on maps that actually change the sky color on cap.
To answer your question, weather and sky color will not be affected. However, do note that sky color does get affected based on the time of day. At night, the sky color barely changes the actual night sky while during the day it completely obscures it. This is most noticeable on maps that actually change the sky color on cap.