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14th December 2011, 07:21 PM
#11
It's normal with this big amount of ships, if i would have reduced this amount to something like 20 it would've been ok (all ships recuire raycast under them to push them up whenever they're close to the ground, if CPU is overworked it is just not making it, making ships go down sometimes, and when that happens collision detection is a bit late too so it shoots out this ship somewhere if it detects it too late... eeeeeh something like that xD) Anyway it just can't be helped with such conditions.
btw. My CPU is well cooled so no worries ^^
Sometimes I pray for it to not freeze 
btw2. About update it will be something like that 
Just small changelog:
- smooth A.I ships turning with left/right bank... that's all xD
- How do i make Ship Placing script:
I have 27 nodes with names 1,2,3,4...blah,blah, so when my ship pass node 5, it gets number 5, then distance from this node is counted, so i put it like this (Distance from finish line is "[LastNodePassed].[DistanceFromThisNode]") and i get for example value of "5.354". Awesome, now it's just comparision of other values (which one is bigger) and we're finished.
Note: Node is "activated" when distance from it is smaller than 15u on phantom speed, but it's variable so it can be changed to make Placing more precise.
EDIT: Ok, got it working
My method works nice but it can better with better node placement ^^
Last edited by zero3growlithe; 17th December 2011 at 12:44 PM.
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