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-   -   Road & track (http://forum.fulqrumpublishing.com/showthread.php?t=38985)

Sokol1 03-15-2013 01:03 PM

Road & track
 
FMB - Creating a vehicle trafic.

This below tutorial has originaly publish (in Spanish) by Vencejo in Esquadron69 page - I made a Google translate.

http://i103.photobucket.com/albums/m...ocarretera.png

To vehicles to move over roads, place a object "spline-road" creating a route over map roads.

Note - some roads (asphalt) already have "spline-road" embedded. To enable these, check the "Process runway" in (FMB) View.

After, place a vehicle next to initial point of rote.
In vehicle properties, Actor table, tick NPC box.
And below select "car.ccp" script.

http://i103.photobucket.com/albums/m...endoscript.png

In waypoints tab, select "Normal move" and click in box "SET".
The mouse cursor change for a crosshair, use then to target the first waypoint of rote, linking both.

http://i103.photobucket.com/albums/m...andoscript.png

Save your mission and test*, the vehicle follows the set path, and at end of route turn back ad does the opposite rote, indefinitely.

EDIT - Sample in QM -020 - British Attack - Airfield

* To test mission without planes, after mission load click in BACK and then in FLY. The camera follow the first vehicle.

Know issues:

Some vehicles are unable to cross bridges due "ghost" barrier near the bridge.
Some roads have this "ghost" too...
Some roads dont have bridges - in some places using spline_road + straight solve this - but the "created" bridge is in Sovietic way: under whater. :)

In my test, on "Final" version, the vehicles dont follow the track, but run in parallel to this, about 10 foots... maybe I done some mistake...

http://img208.imageshack.us/img208/5201/busdz.jpg


That, and the "virtual" trees dont make things funny...

Avoid use vehicle columns, are worse than "1946" ones, move at "turtle" speed, with "ants" behavior: move, stop, move stop...

Sokol1


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