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Testing a ride-able train

 
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AsaSK

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PostPosted: Mon Oct 28, 2019 12:40 pm    Post subject: Testing a ride-able train Reply with quote

So over the weekend I had some time on my hands and wanted to see if I could create a moving train you could ride and hop off at any time, for use in The Mafioso Mod. The results were good! Unfortunately, it only runs in a straight line and encounters the problem of Mafia not supporting dynamic collisions on regular objects (frames), but I think it's pretty good Laughing




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Tosyk

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PostPosted: Mon Oct 28, 2019 2:03 pm    Post subject: Testing a ride-able train Reply with quote

I like you can actually walk inside. Is it possible to make its path not straight?
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AsaSK

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PostPosted: Mon Oct 28, 2019 5:18 pm    Post subject: Testing a ride-able train Reply with quote

Unfortunately there are two problems with that. It's beyond the capability of MafiaScript to make the train turn the way I'm doing it, so it can only strafe (see the image below), and making it turn while Tommy is on-board would require dynamic (moving) collisions, which Mafia doesn't support except for cars, trams and overhead trains Sad


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Smelson

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PostPosted: Tue Oct 29, 2019 7:08 am    Post subject: Re: Testing a ride-able train Reply with quote

Could you demonstrate how does it work? I mean script or something else, it will be very interesting. Thanks for answer
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AsaSK

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PostPosted: Tue Oct 29, 2019 11:15 am    Post subject: Testing a ride-able train Reply with quote

Code:
dim_flt 10
dim_frm 1

findframe 0, "Train"

label FORWARDCHECK
ctrl_read 0, UP1
if flt[0] = 1, -1, FORWARDCHECK

label MOVETRAIN
frm_getpos 0, 1
let flt[1] = flt[1]-0.1
frm_setpos 0, 1
let flt[9] = flt[9]-8
commandblock 0
commandblock 1
goto MOVETRAIN


Something like this Wink
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Smelson

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PostPosted: Tue Oct 29, 2019 2:50 pm    Post subject: Re: Testing a ride-able train Reply with quote

AsaSK wrote:
Code:
dim_flt 10
dim_frm 1

findframe 0, "Train"

label FORWARDCHECK
ctrl_read 0, UP1
if flt[0] = 1, -1, FORWARDCHECK

label MOVETRAIN
frm_getpos 0, 1
let flt[1] = flt[1]-0.1
frm_setpos 0, 1
let flt[9] = flt[9]-8
commandblock 0
commandblock 1
goto MOVETRAIN


Something like this Wink


Thank you!
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Hunter

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PostPosted: Thu Oct 31, 2019 3:44 am    Post subject: Testing a ride-able train Reply with quote

That's an awesome .gif Sticking out tongue
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ASM.

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PostPosted: Thu Oct 31, 2019 3:30 pm    Post subject: Testing a ride-able train Reply with quote

Indeed, that looks very interesting. It reminds me of Blood's E1M3 (Phantom Express) level.

Have you already had a look at Boz' elevator sample mission? Maybe the approach he used there could be used to implement non-straight track layouts.
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