Add a Thing - throwables

Hi All!
This is the community project

“Add a thing - throwables”

based on the
Add a Thing - outdoor environment

I think it is time to add some fun :wink: !!!

I created a new file and added a catapult. Now I’m curious what you would like to throw around (and into the file :evilgrin:).


How to use the catapult:
<a>-<d> cycle through the available throwables
<space> load/reload/fire catapult
<left/right> rotate catapult

Requirements:

  • Throwables_xxx.blend
  • OutdoorItems.blend (rename the latest one)

How to contribute:

  • remember 1BU = 1 meter
  • the file should remain 2.49b
  • add a new scene “by <yourname>”
  • add your objects here
  • add a group instance to Arena (it does not matter where - your throwable will be selectable automatically)
  • add your name to the credits
  • for details how to post your new file check the top thread of Add a Thing - outdoor environment, especially if someone else was faster than you ;).

A throwable needs:

  • a meaningful name (both mesh and object!)
  • a property “throwable” (value and type do not matter - required to be selectable)
  • rigid body, dynamic, or soft body
  • recommended: a property “author” with your name
  • a group (without a group = no throw!)

Throwables_001.blend (70 KB)
this is the file I used, but I recommend to take the latest one from the above thread.
[ATTACH]127713[/ATTACH]

:ba: Let’s go

Hi Monster! The file “Throwables_001.blend” is not packed!

I’m sorry but what’s the purpose of “OutdoorItems.blend” inside this post? I can understand the link to the thread but not to the file itself… Do you need our help to join both together?

Looks awesome!
Thank you!

Yours,

Ortiz

The purpose is simple: you need it!

The throwables file links to the outdoorItems.blend, so it should be placed into the same folder.
Why that:

  • the outdoorItem.blend already reached the attachment limit
  • the outdoorItems are complete independent from throwables
  • the outdoorItems might be updated later, so you just need to download the new version and start throwables without any change to the file.
  • it demonstrate the group linking technique

The file is here in the post for the lazy ;).
I know, it is not you. But for the one who do not like to click through multiple links to find all the necessary files. :smiley:

I wonder what would you through with the catapult?
A football from your stadium?
An airplane?
a jumping golfball?

Hi there Monster!
Thank you for your reply!

Here is my contribution, I’m sorry I don’t know how to make groups. I did my best to don’t mess with your .blend.

Saved in 2.49b


Throwables_002

Added:

-Barrel parts. (It would be nice to make it crash when it hit the ground but I don’t know how to do that following your style).

-Bomb


I would like to add my pixel explosion file, but I don’t know how to do that without messing your work because the explosion file has sound attached to it, please take a look at the attachments.


Some questions:

  1. Why the catapult texture is inside another file?

  2. Why your groups are not green like YoFrankie’s groups?

  3. If I disable “dupligroups” inside your file the objects disappear… Why?

  4. The Catapult Logic has only physics and property enabled. How it’s possible to move it in game if it doesn’t have Logic Bricks? :eek:

  5. Suggestion: Isn’t it better to have the The Throwable’s selector parented (< BTW, Is it parented to something?) to the catapult’s basket for easier reload?

Yours,

Ortiz

Attachments

Throwables_002.blend (345 KB)PixelExplosion.blend (164 KB)

Hmm, looks like I made it too complicated.
Maybe I should make a new videotut.

That would be “easy” - just let the object react on collision. But then it would crash when loading as well. I have to think about it…

I think that can be done with linkable groups as well. But it should be possible to place it as group in the throwables file too. I will have a look at it this evening

I just reused the texture of the statue and the crate. You are right, without the outdoorItems.blend the texture would get lost. My initial goal was to create the catapult with as less resources as possible to keep the file size small.

They are green.
have a look into the Scenes:
“by Monster” and “_Throwers” (the have multiple layers). These objects are green because they have at least one group assigned (“Object (F7)” buttons/“Object and Links” panel).

What you see in the “Arena” are the group instances (violett). You can have as many as you like.

Because these are group instances. The basically consist of an object (usually an empty) with dupligroups enabled, and GR: = group name set.
With “Add”>“Group” you get this settings automatically. In 2.5 it is called “Add”>“Group Instance” which fits match better.

It does not even has physics. The reason is simple: it is a group instance too. Here it just acts as a placeholder, all the logic is in the group.
You can find the logic at the group objects in scene “_Throwables”.

The nice thing is this method hides any complicated logic in the group. You as “user” can concentrate on placement and configuration (properties). Additionaly logic can be applied to, but is usually not necessary.

I thought about it, but that would mean that the selector will move with the basket, even when firing. That could produce some wired effects when reloading.
It is parented to the group instance, bcause of the property “rotator” it will be parented to the rotating ring of the catapult ingame, which let it follow the left/right rotation of the catapult. The same belongs to the camera.

Hmmm, as you mention this is it possible, that it does not work for you? Does ther camera rotate with the catapult when you press left/right arrows?

Hi Thorgal,

I checked your file and adjusted at least the bomb for you.


Sorry attached to wrong file. Here is the right one:
Throwables_002a.blend (75.2 KB)

What I did:

  • added scene “by Thorgal” (please change if you want credited with other name :wink: )
  • appended Bomb from your original file
  • added property “author” with “Thorgal” (information only)
  • added property “throwable”
  • made the Bomb a rigid body
  • reset scale and rotation
  • scaled in edit mode
  • set sphere bounding
  • bounding radius to 0.1
  • created new group “Bomb”
  • assign Bomb to group “Bomb”
  • switched to scene Arena
  • added Credits for Thorgal to AAREADME
  • added a group instance of “Bomb” behind the Palm
  • ran the game switched to Bomb (<a>/<d>)
  • made a screenshoot

Attachments

Throwables_002.blend (75.3 KB)

I had the wrong file attached tothe previous post. Updated with the correct one.

Added logic with Thorgals PixelExplosion (when throwing Thorgals’ Bomb)


Check this videotutorial to see how to setup
Read more in Prof. Monster’s Collision script

Attachments

Throwables_003.blend (116 KB)