My head is so full of mucus I’m swimming in it. And sneezing every five minutes. I think I’m dying.
That’s why it’s really important that someone very knowledgeable in BGE uphold my memory. As my dying wish, I only hope that you, oh True Blender Game Genius, will Fight The Good Fight. Take this .blend http://www.mediafire.com/?78tomll97ctn9o1 (lovingly compressed as a 7zip file (because BA is tight as a…), my final mortal act, my last breath…) and see that Future Generations of Blenderheads do not succumb to the same sad fate as killed me…
Although normally of sound mind, this a-fevered sweaty pate of mine has probably made some simple goof, which I am certain you can solve.
And a mystery it is:
This is a model from Blendswap of a Mk2 Viper from the new Battlestar Remake (I so miss that show!), modeled by bswap’s Kuhno362.
I designed the flight sim controls, and they are set for joystick interaction. Standard flight controls, buttons 1-4 control the strafe, dive and rise, right triggers 1 and 2 are thrust and retro. But those aren’t the point.
The point is this: it’s about getting the Reaction Control Jets to fire in the BGE, and to record their animation so that I don’t have to manually keyframe a Fake Jet (and guessing to boot) everytime I see my plane make some minor course adjustment in the animation playback. That would be incredibly tedious. The BGE should be able to do that work for me.
And it does work in BGE. But ONLY WHEN YOU PUSH THE STICK FORWARD INTO NOSE DOWN. That’s the only jet I made, as a test. And it works. Go to BGE, hit P, push the left stick forward to Down, and you’ll see the control jet shoot out of the top of the nose of the plane.
Now, here’s the kicker: click “record animation” and do it.
Guess what happens? That’s right. The RCS jet, white hot and sizzling, snaps straight to the control center (in this case, a cam (weird, I know. It’s an old method I used when I first started out…, pre-BGEArmatures…)) of the Viper, in this case the Pilot’s Seat, frying poor snotty-mouthed Kara Thrace to a very sexy crisp.
That’s what I’ve been pulling my hair out about for THREE SOLID DAYS. This wasn’t even the first iteration of this logic setup. In the beginning, the RCS jet bone was setup as Action PlayStop, playing a brief animation of the bone shooting up out of the nose. Yet the same thing happened back then too, straight down Starbuck’s throat.
The bone is parented to the cam. Otherwise, the jets would not stay with the plane. I can’t think of any other way of doing it. And I’m guessing that’s the cause. I’ve tried everything. I changed the bone through Rigid, Dyn, Stat, with collision bounds and without, and played with other, even simpler models of just a couple of bones and two cones. Nothing works.
It’s all about this working in “Record Animation.” That’s the whole point.
Does anyone know how to make this work? Or is this simply something BGE can’t manage?
Yes, my logic is crazy. Have fun studying the weirdness in there. There’s a good reason I switched my major from Computer Science to English Lit. Oh yes.
But you’re my Only Hope, oh fearless GameDesigner.
I only hope that, after you’ve downed the .blend, and taken some time tinkering with it, you’ll keep my dying memory alive, summon up your gaul, and just this one last time, win just one For The Gipper.
I can feel the strength ebbing away now. Oh the light.
“What do you hear, Starbuck?”
“Nothing but the rain, sir…”