View Issue Details

IDProjectCategoryView StatusLast Update
0005297The Dark ModGUIpublic01.09.2020 17:32
ReporterDragofer Assigned To 
PrioritynormalSeveritynormalReproducibilityN/A
Status suspendedResolutionopen 
Product VersionTDM 2.08 
Summary0005297: AF Editor: make spawned ragdolls frobable
DescriptionOn the bottom left of the AF editor is a "Spawn" button that spawns a ragdoll in T-Pose in front of the player. It's not frobable, however, so it can't be dragged around in order to test the physics.
Additional InformationThe AF Editor's originally intended way is to use g_dragEntity 1, which is Doom 3's old system of dragging bodies. It differs wildly from TDM's system, however.
TagsNo tags attached.

Relationships

related to 0005333 assignedstgatilov Reimplement AF editor: either in-game with FLTK, or in DarkRadiant with game connection 
child of 0005301 new AF Editor Useability 

Activities

stgatilov

stgatilov

30.07.2020 17:38

administrator   ~0012689

Still, it is a very good find that it is possible to drag spawned AFs like this:
  1) set "g_dragEntity 1" in console
  2) point some AF, and press left mouse button (attack)
  3) move mouse around without releasing the button
Recording this just for the history.
  
I think adding frobability should not be hard.
stgatilov

stgatilov

30.07.2020 17:41

administrator   ~0012690

Should I just set "frobable 1", or should I make the new entity inherit some base class?
I mean, there are lots of spawnargs in moveable_base, atdm:frobable_base.
stgatilov

stgatilov

30.07.2020 17:51

administrator   ~0012691

I managed to get the right feel of frob-dragging guard's AF by setting:
  From atdm:frobable_base:
    frobable 1
    grabable 1
  From atdm:env_ragdoll_base:
    drag_force_mod 10

Without the last argument, the body is too heavy to be dragged.
That's the specific hack for guards, and I think I should not apply it for all AFs.
The same issue applies to shouldering guard's body: I cannot see if some AF is guard or not.

So... I think the best I can do is to set frobable and grabable.
Or I can inherit atdm:frobable_base, which seems to also have these:
    "frob_action_script" "frob_trigger"
    "used_action_script" "frob_trigger"
What are they for? Are they needed?
Dragofer

Dragofer

30.07.2020 21:11

developer   ~0012692

Last edited: 30.07.2020 21:16

View 2 revisions

Ah, the absent drag_force_mod explains why editor-spawned ragdolls behaved so much differently than when I just killed an AI to get the ragdoll, I could barely move it. I think having that hack is very important for physics testing - could it maybe be an extra setting in the first tab of the editor that applies itself to spawned bodies, for testing? When the AF is finished the creator can add that force modifier as a spawnarg to the ragdoll entity def.

Frobable 1 and Grabable 1 are a good start.

The action scripts' function is to make the frobable entity trigger its targets when it gets frobbed or triggered, so they have no relevance here.
stgatilov

stgatilov

31.07.2020 04:12

administrator   ~0012693

You can set tdm_drag_force_max 10 times higher than default, and it should have the same effect.
Dragofer

Dragofer

31.07.2020 06:54

developer   ~0012694

That's good to know and can serve as a workaround, but it's not good to need console commands in order to use the AF Editor properly - the entire process of generating an AF is already very clunky.

From my view it'd be much appreciated if there were that extra "Drag Force Modifier" field in the 1st tab under "Physics" that applies its value to spawned ragdolls.
stgatilov

stgatilov

31.07.2020 07:28

administrator   ~0012695

Committed the simple change in svn rev 8905.

As for modifier in GUI, I think putting it into random location is no good.
A new tab should be added for entity settings, which needs some work.
I'll return to it if I have time.
stgatilov

stgatilov

01.09.2020 17:31

administrator   ~0012775

Last edited: 01.09.2020 17:32

View 2 revisions

The reason for suspending is my post here:
  https://forums.thedarkmod.com/index.php?/topic/20485-future-of-in-game-editor-tools/&do=findComment&comment=451309
Basically, I think I will rewrite the whole AF editor in the end (0005333).

Issue History

Date Modified Username Field Change
17.07.2020 12:48 Dragofer New Issue
17.07.2020 12:51 Dragofer Relationship added child of 0005301
20.07.2020 07:54 Dragofer Additional Information Updated View Revisions
30.07.2020 17:38 stgatilov Note Added: 0012689
30.07.2020 17:41 stgatilov Note Added: 0012690
30.07.2020 17:51 stgatilov Note Added: 0012691
30.07.2020 21:11 Dragofer Note Added: 0012692
30.07.2020 21:16 Dragofer Note Edited: 0012692 View Revisions
31.07.2020 04:12 stgatilov Note Added: 0012693
31.07.2020 06:54 Dragofer Note Added: 0012694
31.07.2020 07:03 Dragofer Issue cloned: 0005315
31.07.2020 07:28 stgatilov Note Added: 0012695
31.07.2020 07:29 stgatilov Assigned To => stgatilov
31.07.2020 07:29 stgatilov Status new => assigned
01.09.2020 17:31 stgatilov Status assigned => suspended
01.09.2020 17:31 stgatilov Note Added: 0012775
01.09.2020 17:32 stgatilov Assigned To stgatilov =>
01.09.2020 17:32 stgatilov Relationship added related to 0005333
01.09.2020 17:32 stgatilov Note Edited: 0012775 View Revisions