#Carrying
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Good lord
Oh nice!
Great start to making it happen ๐
i hope they make a dragging thing like A3
Things like this should already be worked out when it comes to a medical update from BI. But nonetheless Iโm glad that someone decided to work on this.
Yeah itโs not out sadly.
Hopefully bi does something of their own when or after medical update drops
๐ฑ๐ฐ
It's nowhere near a quality I'd release, just a concept for those who would like to do it. I saw some talk of it in the Revive System mod
Absolute W
This will be so nice with the new medical system
Looks already great. Zelik and I were exploring the compartment approach a bit yesterday, but none of us knew how to animate it. If you need help fixing parts of the script, let me know. For instance, remote control can be fixed by modding SCR_TakeControlContextAction.
Btw. did you also try attaching the compartment to one of the shoulders or the neck? Might yield better results.
Oh there is 0 scripts in here, and I have it attached to a seperate object which is then attached via SlotManagerComponent. If I tried to put CompartmentManager on the person itself it crashes the game
Not sure if I could attach it to a specific bone somehow
With the CompartmentManager you can. We managed to get it working, just not yet with animations.
Animations are pretty easy. You override vehicles_wheeled.aw, add a new animation instance, set to current, then fill in your animations. After that you need a VehicleAnimationComponent together with your compartmentManager, for graphs you use vehicles_wheeled.agr and for the instance your new anmation instance you made. The Seat Type and Anim door index in CompartmentManager is also important, it has to equal the seat you assigned the animations to in your instance. That's the gist of it.
Probably if you know the basics it's easy, but I have zero experience with making assets or animations for that matter ๐
Of course I mean implementing animations, sorry
That's the override I currently use
And then executing the following in the console when running MPTest.ent with one peer client:
SCR_ChimeraCharacter dragger = SCR_ChimeraCharacter.Cast(GetGame().GetPlayerController().GetControlledEntity());
SCR_ChimeraCharacter dragged = SCR_ChimeraCharacter.Cast(GetGame().GetPlayerManager().GetPlayerController(2).GetControlledEntity());
CompartmentAccessComponent compAccess = CompartmentAccessComponent.Cast(dragged.FindComponent(CompartmentAccessComponent));
SCR_BaseCompartmentManagerComponent compManager = SCR_BaseCompartmentManagerComponent.Cast(dragger.FindComponent(SCR_BaseCompartmentManagerComponent));
//CharacterControllerComponent.Cast(dragged.FindComponent(CharacterControllerComponent)).SetUnconscious(true);
array<BaseCompartmentSlot> compartments = {};
compManager.GetCompartments(compartments);
Print(compAccess);
Print(compartments);
compAccess.MoveInVehicle(dragger, compartments[0]);
The set unconscious part I commented out, since unconscious state in compartments is broken in stable. It works fine when you do it with the experimental workbench though.
That's the part I have almost zero experience in, on the other hand. ๐
Sounds like we could complement eachother's work then ๐
See if you can somehow add your animation to my comparment in the character base
For me it's all empty. Is the .meta file the crucial bit ?
yes, both have to be in the same folder
Gotcha
If you still have troubles, I could make a proper sample mod for it ๐
I'll take a look and see
Very excited for the progress
There is no way you said this
Edited prefab, animation workspace, animation instance and basic animation. No idea if it works, this is slightly different from what I did afterall. ๐ฅด
For me attaching CompartmentManager to a player worked until I brought animations into play, then the workbench just crashed. May be the same now
Well, let me check how it looks
Hmm, no crash, but it doesn't seem to do your animation
Is there something I have to change in the set up?
I just used your folder and added addon.gproj to it

@carmine gull I literally started this yesterday as well
๐
Do you have it completely working?
Well I have my version of it working, which is liturally just a US radio with a compartmentmanager attached to a soldier via SlotManagerComponent. And you get in it via a door, not a script. So all very different.
Still a proof of concept ๐
Well if you'd like I can send you a basic one, I'd just make it a bit more presentable
we just have to figure out how to had the animation to the compartment
We could do it the other way around I guess, I make a project with my version working and you can reverse engineer it if you'd like.
I'll leave the script part to Zelik. He got it further developed than my proof of concept ๐
I think that sounds like a good plan
I'll see about it
I noticed when I opened your anim set, that the animation is only defined for CoDriver. Any idea where you set the role for a compartment?
Got it working ๐
Oh really ?

Awesome
Should be able to tweak the position in the passenger info in basecompartmentmanager
Just had to change some of the parameters in the VehicleAnimationCompartment
We probably have to think about a proper solution for the anim instance of the vehicle
You can't use Player_CarryInjured.asi, since that will lead to disasters
Yeah it's all very improvised haha
I did try to create my own animation graph once, but this just kept crashing the game
Perhaps it would also work with an overwrite and instance of the player workspace
I'll see about it
player workspace has a different structure, so I'm not sure it would work
Yeah some people have gotten it working, swedish forces pack with their truck for example. Still a vehicle, but it does work
I'm just tweaking the offsets right now. I can give you the sample mod then
Bodies seem to be interfering again leading to some weird behaviour sometimes. Not sure how you managed to fix it in your cases @outer forum
Is it studdering?
Yes, especially when I try running
I had the same issue, the bodies will interfere with eachother
Which is weird, since compartmentmanager has an option to disable physics interaction
i guess it doesnt do that
Yeah, that option seems to be non-functional...
Anyway, this is the latest progress
How do you trigger the carrying ?
With the script I posted above
How would I use it ?
Did you work with the peer tool before?
Nope, never heard of it
You have to first configure it in the world editor
Set the correct executable and add a peer config that points to the workbench addons dir in the params
And then set the play mode to use the peer tool
When you start the play mode now, a second window should open for the peer
Once, the peer is connected, I execute the code in the console (part of the script editor)
Can't find CarryInjuredSampleTest
Hmm
thats the error I get
I have it saved somewhere else and put in the path to the folder the project folder is located in
Is the CarryInjuredSampleTest inside the workbench addons folder?
II saved it on another drive in some other folder. Must it be in the addons folder ?
yes, you have to
Alright
or you tell the peer tool where the other path is, but I would recommend keeping your mods in the workbench addons folder
Same error, cant find the addon
The peer tool basically allows you to test MP features easily by having peer windows that act like clients, while your workbench window acts as server
Did you set -addonDir?
Ah now, didn't notice the small " "
Yeah, if your path has spaces, you have to quote it
indeed
I did find the console, but pressing run with the script inside does nothing
Hmm, try to exit the play mode and recompile all scripts
not sure why it's not working though
should be CTRL+R in the script editor I think
What does the output say?
window to the left
if things are executed fine, you sould see a 1 and success (marked with red)
nothing about execution
Basically the things shown in your windows along with something about running a command
but the executed bit isn't popping up
Pressing Run is basically doing nothing
Just delete all code and put in there Print("Hello World")
if that doesn't work, no idea
Let me know, otherwise I'll just attach the script to the game mode entity ๐
Yeah no, thought adding the -debuggerPort 1001 would help, but that didnt change anything either
No that is only helpful if you want to debug on the peer
you would switch debug from client to custom
Alright that worked!
Currently have it attached to the neck, but shoulder might be better
Yeah I thought so too
And maybe have the left leg over the shoulder like in the Obi Wan example ๐
Already played with some animation tweaks, main thing is that it's working now. 
Absolutely
Also don't go prone ๐คฃ
Yeeeeeah.
I know the collision comes from RidigBody and then Model Geometry, atleast it should
May actually be different on characters
Yeah seems so..
So it's just that the disable physics part cannot deal with the case that a character is the vehicle?
I have no idea actually, this problem doesnt happen with vehicles afterall
But I'm guessing if you sit down an NPC in the back of a ural and try to walk into it, collision
havent tried
Animation is getting better atleast
nice
Can someone send me that setup?
@carmine gull You got the newest version
happy ape noises
This is "Carrying Players" by Zelik O'Dyer on Vimeo, the home for high quality videos and the people who love them.
what he doing
@carmine gull You can have this if you want it. I can send it to you. Just add my name to the description ๐
Needs functionality to add the carried person to the ambulance and the pick up action needs to only be shown when they are uncon.
Oh I saw the discussion in the Revive System thread about carrying and just wanted to help, wasn't planning to make my own mod. ๐
That's kind though. 
Well, it's a collaborative effort now and under which account we publish it is just more of a formality. There's hope the workshop improves on that in future.
I can have a look at the missing script features, since I'm running things on experimental.
I'd like to be mature here, I definitely had to stop scrolling for a second to see... what I was looking at.
You should have seen the first result of me trying to place the character on the others shoulders.
Oh lawd
Wait why did my post/video in #enf_showroom get deleted ?
I just woke up and noticed it's gone
Sorry for the ping but @timber mist ?
Ong
not sure, the comments outside threads were deleted, i havenโt seen any vids you mention.
repost it please (the bot has been acting up on some commands)
Gotcha, thanks
mods used to delete a lot of my posts here too with no warning, is mostly why I stopped posting
It's very sad
you should really check your profile description if you wanna stick around
My what sorry?
woah buddy lets not get political thatโs off topic
Fr
yes
Was too busy to have a look at it, but I can work on the scripts next weekend. I guess we aren't in a hurry anyway, since 0.9.9 has to hit stable first.
idk if u know how to do this but when your done with this a dragging mechanic would be cool
like have a animation and make it so the person being dragged is ragdolling ig but idk i dont make mods
When a player dies it ragdolls, I presume you could take the same physics and apply it?
How do you even make an entity to ragdoll? I didn't manage to get the PhysicsRagdoll wrapper working.
PhysicsRagdoll.CreateRagdoll or something
kinda like squad
Man these moderators kinda suck
Did you manage to get it working with players? For me using that method just seems to freeze the player's physics rather than make it fall to the ground.
@carmine gull can you send the latest version of the sample mod?
