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Making controllable turrets that 'stay upright' while aiming

  • mmdev1 - John & Luci

    Hi,

    If you use a look at rotator it has a stay upright tweak. Maybe that can help you.

    Or use a gyroscope with your existing set up, that always helps

    John

  • Puntolory

    I've already tried using the gyroscope, but it doesn't really work for what I'm trying to achieve since it will try to keep the entire turret upright to the ground, with only one direction of rotation permitted. It works when aiming left and right and it does fix the 'rolling' problem', but when aiming up and down it becomes very difficult to control the turret as the gyroscope will always try to move it back to its starting position.

    I have yet to try to use a look-at rotator with the set up, to be honest I didn't use it all since I got the beta. I'll go and see if I can work with that later. Thanks for the reply John.

  • Puntolory

    Hey, just in case someone reads this I just wanted to say that I may have found a solution!

    For the record, the 'look at' rotator with the upright option does a good job, but then there is the problem on deciding how to let the player move the tag the rotator is looking for. I tried stamping a large sphere (roughly) centered on the ball joint, controlling it with an advanced rotator and then stamping a tag on it. It works, but sadly the 'rolling' problem will arise again because once the sphere starts to randomly roll (even without the proper axis input) the player stick input will start to change their effect on the sphere's movement (to the point where the movement inverts itself completely).

    I was beginning to think that maybe this was not possible, when I thought about looking through the community to see if anyone tried this already. Nobody tried to create a turret exactly like I did, but I found an FPS setup that has a very, very interesting setup for its camera! Basically, the idea is using two cube sculpts, one (the base) controlled by an advanced rotator active only on the y axis (look left and right) and the other one (above the base) controlled by another rotator, this one active on the z axis (look up and down), and use a simple bolt to connect them (with the pink gizmo moved by the second sculpt's side). This way, you only let the object on the top (the camera in the FPS setup I found, but anything really, including my turret's barrel) yaw and pitch but not roll, exactly like I wanted! I don't have time to try it today, but I'm pretty sure it will work.

    I have to thank MM for making it so simple for dreamers to share all kinds of stuff and not just full levels, and for letting us look through said stuff so easily. After more than three weeks in the beta I've started to believe this is a game changer compared to LBP.

  • Object01

    I was trying to solve this too, and after some experimentation I succeeded at building a "freecam rig". it controls almost exactly like Dreams' built-in camera editor (what you get when you L1+X on a camera). https://indreams.me/element/oGCQNsJjHmQ

    I shared it with you; have a look.

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