Control Blocks (Pistons, etc)

Discussion in 'Unofficial Modders' started by WhitePaw2002, Nov 17, 2018.

  1. WhitePaw2002

    WhitePaw2002 Modding Husky

    Joined:
    Jan 7, 2016
    Messages:
    777
    Likes Received:
    1,524
    #1 WhitePaw2002, Nov 17, 2018
    Last edited: Dec 5, 2018
    Dat Derp, Lord Zarnox, GK vec and 4 others like this.
  2. WhitePaw2002

    WhitePaw2002 Modding Husky

    Joined:
    Jan 7, 2016
    Messages:
    777
    Likes Received:
    1,524
    New concept for HawkEye piston:
    20181117_192605.jpg 20181117_192353.jpg 20181117_192419.jpg
    Plans are to make it have customizable length.
    From 1 to [2,3,4] and back.

     
  3. -=ROOSTER=-

    -=ROOSTER=- The Pebble in your Shoe

    Joined:
    Jul 13, 2018
    Messages:
    215
    Likes Received:
    554
    I thought this short clip would be a good demonstration of your Piston Mod. Hope you don't mind.

     
  4. Legionite

    Legionite Carrier Aircraft AI

    Joined:
    May 20, 2017
    Messages:
    2,091
    Likes Received:
    2,932
    Some fun thingys
    RC Tank using Piston Keybindings (and for Local MP)
    [​IMG]

    A mobile artillery demo (Can control the chassis, manually aim the turret, and fire all without having to switch Techs often)
    20181116222759_1.jpg
    Not posted yet as I still have to sort out some issues with the rotations.


    Stratocarrier (modded) Extending Runway locks and Piston Elevator
    Screen Shot 2018-11-15 at 9.46.33 PM.jpg


     
  5. WhitePaw2002

    WhitePaw2002 Modding Husky

    Joined:
    Jan 7, 2016
    Messages:
    777
    Likes Received:
    1,524
  6. WhitePaw2002

    WhitePaw2002 Modding Husky

    Joined:
    Jan 7, 2016
    Messages:
    777
    Likes Received:
    1,524
    [​IMG]
    [​IMG]

     
    #6 WhitePaw2002, Nov 26, 2018
    Last edited: Nov 26, 2018
  7. WhitePaw2002

    WhitePaw2002 Modding Husky

    Joined:
    Jan 7, 2016
    Messages:
    777
    Likes Received:
    1,524
    [​IMG]
    BFCab.png

    @AstraTheDragon's Better Future cab is now in Control Blocks!
    Drive around in first person, or make slim BF techs with it. And in first person.

     
  8. Soviet_Samuelson

    Soviet_Samuelson Getting a permit to life in a jolly box

    Joined:
    Feb 9, 2018
    Messages:
    1,160
    Likes Received:
    843
    GEEZ I WISH I COULD USE TTMM


     
    Lord Zarnox and Galrex like this.
  9. WhitePaw2002

    WhitePaw2002 Modding Husky

    Joined:
    Jan 7, 2016
    Messages:
    777
    Likes Received:
    1,524
    Please do reach me on the TerraTech Discord, so I can be of better service to you

     
    AstraTheDragon and Lord Zarnox like this.
  10. -=ROOSTER=-

    -=ROOSTER=- The Pebble in your Shoe

    Joined:
    Jul 13, 2018
    Messages:
    215
    Likes Received:
    554
    @WhitePaw2002 I know I've brought this up before, but there needs to be a set of pistons with just top & bottom AP's. The current pistons with side AP's can be hard to use in many places because you must clear a 1 block (3x3 block total) area around them to keep them from attaching to adjacent blocks, or they will not function. Or the other possibility is to make a block with only 1, or 2 AP's to place next to the piston to take up that space, but that would be less preferable. By the way, @WhitePaw2002 , @AstraTheDragon , and @Potato. Beautiful work on the new HE, and GC pistons. They really look good, and match the style of the OE blocks. Keep up the good work! -Rooster

     
  11. Soviet_Samuelson

    Soviet_Samuelson Getting a permit to life in a jolly box

    Joined:
    Feb 9, 2018
    Messages:
    1,160
    Likes Received:
    843
    i will sometime next week, got no access to my PC

     
  12. Soviet_Samuelson

    Soviet_Samuelson Getting a permit to life in a jolly box

    Joined:
    Feb 9, 2018
    Messages:
    1,160
    Likes Received:
    843
    I will sometime next week, i dont have access to the pc rn

     
  13. AstraTheDragon

    AstraTheDragon A festive dragon

    Joined:
    Sep 9, 2017
    Messages:
    315
    Likes Received:
    692
    Yes, I've come across this issue myself and I can proudly say that I'm working on such a piston! All I need is time to model it...
    [​IMG]
    (P.S. I haven't modelled or developed any of the current pistons.)

     
  14. WhitePaw2002

    WhitePaw2002 Modding Husky

    Joined:
    Jan 7, 2016
    Messages:
    777
    Likes Received:
    1,524
    I agree, there should be a piston thatonly has top and bottom APs. And I was hoping that a venture piston will fill that need (Like Astra's current concept).
    As for now, the HE piston is missing two APs on the side, and even though the GC piston is larger than normal, it does have APs on just the top and bottom. Hopefully soon your requests are met.

     
  15. Fehn

    Fehn Medicinal M1A1 Abrams

    Joined:
    Oct 4, 2017
    Messages:
    462
    Likes Received:
    636
    Using code copied from the piston, then modified, would it be feasible to make a servo motor of some kind?

     
  16. WhitePaw2002

    WhitePaw2002 Modding Husky

    Joined:
    Jan 7, 2016
    Messages:
    777
    Likes Received:
    1,524
    Yes...

     
    Lord Zarnox and Soviet_Samuelson like this.
  17. Mindl3ss

    Mindl3ss Well-Known Member

    Joined:
    Nov 5, 2015
    Messages:
    358
    Likes Received:
    264
    So, I finally got all this mod stuff to work, and Holy Crap, Pistons. Eat your Heart out, Hatchet Man. (If you dont get it, dont worry about it. if you, then i told you so.) So that out of the way, I have a bug (I think) in the Pistons. Are they Gyros? because they gyro my tech. and i can't seem to compensate the effect with real gyros. If i put more than a couple pistons on it, it will just stand up on one end and bob around just like something ballenced with gyros. this is kind of annoying as i'm trying to make a six legged walker using pistons as my legs. i have the control sequence all worked out, but then this happens. when in the build beam i can get it to move properly, but obviously, that does me no good. as soon as it hits the ground and i try to start walking, it stands up on its hind legs and just rocks there. also, i noticed that pistons themselves have no traction on the ground, so even if i can get it to stop gyro floating, the legs cant grip the ground so it just shoves it's self foreward and backward on the pistons, rather than extending the legs and then pulling the craft along. this might be a few bugs, or maybe im just expecting too much from pistons, but i am so close to getting a working Insect Walker i hate to abandon the project now. Anyone know if maybe im just overlooking something, maybe the Modders can look into it.

     
    Soviet_Samuelson and Lord Zarnox like this.
  18. Mindl3ss

    Mindl3ss Well-Known Member

    Joined:
    Nov 5, 2015
    Messages:
    358
    Likes Received:
    264
    So one thing i noticed is that when you have a piston extended, the origonal position of all blocks attached to it are represented as floating attach points. it wont prevent you from clipping parts, but you can clearly see where it will clip, so you can build in a way that wont clip. Now from my understanding, Hinges are impossible (According to the devs) as the hinge would not take into account open and closed positions to prevent clipping. So if the Pistons can display the origonal position of attach points while extended, could the same idea be applied to hinges? Yes they will still allow clipping, but if we keep that in mind when engineering we ought to be able to design a hinge peice that will work when used responsibly and carefully. Any chance a modder could look into hinges and hydraulic articulation?

    Afterthought: Also with rotational points. The devs say this cant be done because the game engine wont prevent clipping. Well, can't we just be smart enough to design things that dont clip? I mean, you really opened pandora's box with these pistons...

     
    Soviet_Samuelson and Lord Zarnox like this.
  19. AstraTheDragon

    AstraTheDragon A festive dragon

    Joined:
    Sep 9, 2017
    Messages:
    315
    Likes Received:
    692
    As far as I know, spinners are being considered by WhitePaw which could satisfy some of your desires.

     
    Lord Zarnox likes this.
  20. WhitePaw2002

    WhitePaw2002 Modding Husky

    Joined:
    Jan 7, 2016
    Messages:
    777
    Likes Received:
    1,524
    Right now the pistons present shift the local transforms of all connected blocks. Originally it was supposed to move the grid, but due to my limited access to that grid and a decompiler i found this solution. Which is much safer than attenpts of moving the grid's objects were.

    With this also allowed for phasing structures to exist. Which as far as I know is the current setback with this mod. And possible solutions may take more power than it does to find all that is connected. (Which now that I think of is not all that much)

    I still have yet to make the swivel, but I may do it this week. I have a LOT to do, though... and I can't do it all

     
    Lord Zarnox and AstraTheDragon like this.

Share This Page