Home > Community > Community > Creations > New Vehicles > Discussion: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
35 Comments - 91072 Views
idea ive had for a while
Submitted By GTR34 on 11/07/19
Mars Explorer, GTR34, Community, Creations, New Vehicles 

Experimentation with maps is becoming more widespread for mars. I've even made the sands of time, the largest map ever played on mars today. With these large and adventurous maps, there is also opportunity for the creation of transportation lines. Like airlines, there are terminals across the map with carrier vehicles that leave and take off on schedule. These can take you to another terminal on the map quickly. This experience is very fun as I've created my own primitive transport ship that is custom designed for the buggy, and I've loaded it up into mars and am pleased to say that this vehicle actually works (some of the time)
 
KNOWN PROBLEMS:
 
THe biggest problem is buggy physics. the buggies dont recognize that they are on a moving surface, and they resist the movement. This causes the buggies to spazz out and fly out of the ship because of odd glitches. The ship, then, cannot go too fast. The speed now is about 15-20 mph max before there are problems. This transport vessel is then virtually useless at these speeds.
 
AUBREY:
 
Is there some way to fix this? I'm sure it's a fairly easy fix. all mars would need is a physics update and I can create a whole network of transportation lines for maps of mars.
 
Everyone who would like to see this feature in mars, which can be possible in the very near future, make it known by all in the comments section!
 
Thank you for your time,
 
GTR34
 
PROTOTYPE CARRIER PHOTOS:
 
 
 
 
 
 
 
 
This prototype can not be put into testing without a PHYSICS FIX.

» Reply to Discussion Threaded Hybrid Flat 35 Replies
» Reply to Comment
Re: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
3 days - 9,746v
Posted 2011/07/19 - 1:59 GMT
May we please, please have the Sands of Time URL? Please?
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Re: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
4 days - 11,652v
Posted 2011/07/19 - 13:25 GMT
On topic please. But sure
 
http://dl.dropbox.com/u/3049948/WhirldExport/Whirld.utw
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Re: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
4 days - 12,819v
Posted 2011/07/19 - 16:26 GMT
This may be a stupid idea but what about a blasteh cannon or one of your cannons? Put the cannon sideways, and put a wall a few miles away. The cannon shoots you and you smash into the wall, located in your selected destination.
 
However, that might destroy your vehicle...
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Re: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
4 days - 11,652v
Posted 2011/07/19 - 18:51 GMT
I actually have that idea pocketmad. It is a good one and I can make it work :)
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Re: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
1 day - 4,998v
Posted 2011/07/19 - 18:03 GMT
This has also stopped me from making transportation lines in my worlds. : (
 
The physics update would probably be pretty easy, because you could just get the movement of the object that the wheels are touching, and add that into the physics calculation.
 
Please do this in syn3h Aubrey!
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Re: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
1 week - 24,177v
Posted 2011/07/20 - 2:33 GMT
Whoo! Nice design, GTR.
 
As for the idea, I'm all for it -- who wants any spazzing buggies?
 
 
NOTE TO THE PEOPLE ASKING FOR THE URL:
 
Please keep it to a minimum. I'd like to have minimal work hiding irrelevant comments, and this post is so much better than having to take selfish people asking for a dumb URL.
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Re: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
11 hours - 1,236v
Posted 2011/07/20 - 16:20 GMT
looks like something I would enjoy flying in. Let's hope it goes through.
 
  
    --Jetster--
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Re: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
13 hours - 1,093v
Posted 2011/07/20 - 19:53 GMT
Hey, I had this problem in my Space Race world; there was supposed to be a transport, but because it was animated, the buggy flew out. I then made a script to keep the buggy in the transport, but then found out that scripts don't work in Mars Explorer. :( So it worked in the editor, but not the game.
 
Quick explanation of my (failed in-game) method: I placed a trigger mesh in the transport and then attached a script to it that said to parent the transport to the buggy (the buggy then becoming the child of the transport). On exiting the transport, the buggy would be disconnected. Because of the way Unity's physic engine works, when you make a rigidbody a child of another  game object, the rigidbody's physics are then applied to the parent's local space (with the exception of gravity; its direction doesn't change), i.e. you move the parent and the child rigidbody moves, unless stopped by another force or object. This effect causes the buggy to move on the transport as if it was on solid ground, and not fly out.
 
Hope this helps! Aubrey, if at all possible, please make scripting available for Syn3h! This will make the game not only much more exciting, but will unlock possibilities that will only end where are imagination stops (and when our computer's processor and graphics card can't handle the game's demanding CPU usage as a result :D).
 
B.B.
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Re: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
13 hours - 1,093v
Posted 2011/07/20 - 19:55 GMT
Ok, so that wasn't exactly a quick explanation...
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Re: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
4 days - 11,652v
Posted 2011/07/20 - 22:16 GMT
I like that. Would you mind if I sent that script for Aubrey to implement? I can contact him instantly. It will make it easier for him to update mars.
» Reply to Comment
Re: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
4 days - 12,512v
Posted 2011/07/20 - 23:15 GMT
I'm pretty sure Aubrey can make the script himself :) In fact, it's only a couple lines:
 
function OnTriggerEnter(col : Collider)
col.gameObject.name == 'Buggy(Clone)'?col.transform.parent = transform:return;
 
function OnTriggerExit(col : Collider)
col.gameObject.name == 'Buggy(Clone)'?col.transform.parent = null:return;
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Re: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
13 hours - 1,093v
Posted 2011/07/21 - 17:59 GMT
Yeah, that's pretty much how I did it, except I made my code in Javascript. ;)
 
B.B.
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Re: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
1 week - 32,767v
Posted 2011/07/20 - 22:22 GMT
Yes, if Syn3h could have scripting, then we could all have some anti-lag scripts that some people are working on.
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Re: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
4 days - 12,512v
Posted 2011/07/20 - 23:18 GMT
There actually isn't such a thing as anti-lag scripts except custom LOD systems or occlusion culling. There are, however, script optimization techniques (statically referenced variables, not using SendMessage everywhere) that can help speed up the overal performance during runtime.
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Re: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
4 days - 12,819v
Posted 2011/07/20 - 23:18 GMT
MOST OF THE TIME (I repeat: most of the time), freedom of scripting would be a terrible idea. There is a lot of stuff that you can do with scripting including melware, viruses, and advertisements/spam.
 
It can also be a good idea, what BB and ender said above.
 
I think it would be better if Aubrey just altered the vehicle transportation part in Syn3h's code. 
 
This is my opinion, by the way.
 
» Reply to Comment
Re: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
4 days - 12,512v
Posted 2011/07/20 - 23:20 GMT
Malware and viruses aren't feasible (at least ones that do significant harm to a victims computer) with the webplayer sandbox and browser sandbox.
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Re: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
4 days - 12,819v
Posted 2011/07/20 - 23:25 GMT
Yes, but spam is still feasible and so are viruses and malware that do some harm to a computer.
 
Also, what about the widget, mac app, and iOS app?
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Re: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
4 days - 12,512v
Posted 2011/07/20 - 23:37 GMT
The worst someone can do in the webplayer would be creating JS popups through the Application.ExternalEval method. The iOS app doens't even load Whirld asset bundles... so that's out of the question. The widget is the same thing as the webplayer - just being executed by the Dashboard instead of the browser. You can't do anything from the Mac App or any standalone builds except save asset bundles to the computer, load local data files, and let the user browse through their filesystem. All of those are contained by a sandbox of some sort.
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Re: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
4 days - 12,819v
Posted 2011/07/21 - 15:27 GMT
Yeah, but that's still a very big range.
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Re: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
13 hours - 1,093v
Posted 2011/07/21 - 18:03 GMT
It's also possible to advertise using the URL/web access funtions Unity makes available. That could be a problem... unless Aubrey makes a virtually unhackable script that blocks these functions. It might be worth a try...
 
B.B.
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Re: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
4 days - 11,652v
Posted 2011/07/21 - 19:27 GMT
This isn't even what i started the discussion with. Back on topic.
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Re: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
1 week - 24,938v
Posted 2011/07/22 - 1:14 GMT
That looks like something from Halo!
 
Super cool.
 
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Re: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
3 days - 10,293v
Posted 2011/07/23 - 15:32 GMT
Like the curves bro... Better yet, instead of waitibng for the physics fix, use the jump points... to create like "transport tubes" or something like that. Similar to the cannon but a straight path... maybe create a network of stations...
» Reply to Comment
Re: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
1 week - 32,767v
Posted 2011/07/24 - 2:26 GMT
Maybe a Site-to-site transporter that dematerializes you, sends a matter stream to a receiving pad, and rematerializes you. That would make for quick transports. Maybe a thing in Whirld 6 that has it?
» Reply to Comment
Re: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
5 weeks - 32,767v
Posted 2011/07/24 - 6:06 GMT
Matter transmitters are very cool :) However, transports such as this have been planned for a very long time by Aubrey. Look at that big black thing behind the map in Freestyle -- I have full confidence that Aubrey will *eventually* solve this issue.
 
Until then, I think we all are just going to have to sit tight for a while.
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Re: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
3 days - 10,293v
Posted 2011/07/24 - 14:02 GMT
A makeshift network of tubes!
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Re: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
7 hours - 741v
Posted 2011/07/24 - 18:52 GMT
Perhaps rather than one large transport,
maybe a line of smaller transports constantly moving would be better?
 
A bit like gondolas or chairlifts on a ski resort (speaking of which, a ski mountain world would be awesome).
 
Perhaps you could call it the LoDiTU (Long Distance Travel Unit) ok, I know it's not a catchy name
 
Just an idea, plese tell me what you think.
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Re: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
7 hours - 741v
Posted 2011/07/24 - 19:49 GMT
Ok, I'm no expert at sketchup and I know the look ugly compared to GTR3's designs but here are a few
screenshots of my idea put into a basic 3D model.
 
Maybe there should be covers on top to prevent you falling out but open inside terminals so you can enter/exit.
 
1. Here is my idea of what a terminal or platform will be like, the cars will come in and out in a clockwise direction.
 
2. The cars here will be slightly lower than the platform to improve ease of access.
 
3. Vice Versa the cars here will be slightly higher so you can drive off the car and onto the platform.
    (The lip is there to prevent buggys slipping off the platform underneath the cars).
 
Image 1Image 2Image 3
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Re: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
4 days - 12,819v
Posted 2011/07/25 - 2:55 GMT
Man, that's pretty good.
» Reply to Comment
WUSSSSAAPPPPP youre reading this
4 days - 12,819v
Posted 2011/07/25 - 2:54 GMT
Hey, GTR34, can you post some good shots of the wings? Top, bottom, sideways, midways, and flat (minus the photos you already posted)?
» Reply to Comment
Re: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
6 days - 21,100v
Posted 2011/07/25 - 15:05 GMT
:D yay gtr!!!!     hopes you can do this. cause it would be fun to get on top of em and surf them around maps!!  :D:D:D
» Reply to Comment
Re: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
1 week - 32,767v
Posted 2011/07/25 - 19:26 GMT
wooo nice! hope this can work! itll be like the moving space cruiser in bluetooth boy's space race! but even better!!!!!
» Reply to Comment
Re: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
2 days - 8,588v
Posted 2011/07/28 - 4:04 GMT
I like how you just never stop making ideas guys!
 
glad to see familiar people still hanging around here
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Re: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
4 days - 12,819v
Posted 2011/08/02 - 17:13 GMT
So how hard will it be to write the code? (1-10)
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Re: Involuntary vehicle transport vehicles *AUBREY PLEASE READ*
3 days - 10,293v
Posted 2011/08/02 - 17:21 GMT
Lets see. Don't know if GTR is familiar with programming but the best people to go to are:
Flynn, Achilles, and of course, Aubrey.  

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