#Carrying

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brazen fog
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You sir are carrying hard

placid herald
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Good lord

balmy wind
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Oh nice!

modern pivot
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Great start to making it happen ๐Ÿ˜„

nova aurora
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i hope they make a dragging thing like A3

charred spire
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Things like this should already be worked out when it comes to a medical update from BI. But nonetheless Iโ€™m glad that someone decided to work on this.

primal summit
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Assuming this isn't out yet

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But nonetheless great job๐Ÿ‘

charred spire
primal summit
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Hopefully bi does something of their own when or after medical update drops

primal summit
carmine gull
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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

raven lagoon
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Absolute W

heavy sonnet
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This will be so nice with the new medical system

pastel carbon
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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.

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Btw. did you also try attaching the compartment to one of the shoulders or the neck? Might yield better results.

carmine gull
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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

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Not sure if I could attach it to a specific bone somehow

pastel carbon
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With the CompartmentManager you can. We managed to get it working, just not yet with animations.

sinful ore
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YESSSSSS PLEASE OMG DADDY I WANT THIS MOD IN MY SERVER

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@unreal orbit

carmine gull
# pastel carbon With the CompartmentManager you can. We managed to get it working, just not yet ...

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.

pastel carbon
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Probably if you know the basics it's easy, but I have zero experience with making assets or animations for that matter ๐Ÿ˜…

carmine gull
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Of course I mean implementing animations, sorry

pastel carbon
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That's the override I currently use

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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]);
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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.

carmine gull
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That's the part I have almost zero experience in, on the other hand. ๐Ÿ˜„

pastel carbon
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Sounds like we could complement eachother's work then ๐Ÿ˜„

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See if you can somehow add your animation to my comparment in the character base

carmine gull
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For me it's all empty. Is the .meta file the crucial bit ?

pastel carbon
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yes, both have to be in the same folder

carmine gull
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Gotcha

pastel carbon
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If you still have troubles, I could make a proper sample mod for it ๐Ÿ˜‰

carmine gull
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I'll take a look and see

raven lagoon
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Very excited for the progress

unreal orbit
carmine gull
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For me attaching CompartmentManager to a player worked until I brought animations into play, then the workbench just crashed. May be the same now

pastel carbon
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Well, let me check how it looks

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Hmm, no crash, but it doesn't seem to do your animation

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Is there something I have to change in the set up?

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I just used your folder and added addon.gproj to it

carmine gull
outer forum
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@carmine gull I literally started this yesterday as well

carmine gull
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๐Ÿ˜

outer forum
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Do you have it completely working?

carmine gull
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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.

pastel carbon
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Still a proof of concept ๐Ÿ˜„

outer forum
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I already have the carrying functionality working

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Just no animation

carmine gull
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Well if you'd like I can send you a basic one, I'd just make it a bit more presentable

pastel carbon
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we just have to figure out how to had the animation to the compartment

outer forum
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I used a vehicle animation

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And it crunches the character

carmine gull
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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.

pastel carbon
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I'll leave the script part to Zelik. He got it further developed than my proof of concept ๐Ÿ˜…

pastel carbon
carmine gull
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I'll see about it

pastel carbon
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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?

carmine gull
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Seat Type

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In BaseCompartmentManager

pastel carbon
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And which type is codriver?

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seems to be integers

carmine gull
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Number one as far as I can see

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Atleast that worked for me

carmine gull
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Even my version is crashing now.
Enfusion. PainHarold

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Trying to fix it

pastel carbon
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Got it working ๐ŸŽ‰

carmine gull
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Oh really ?

pastel carbon
carmine gull
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Awesome

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Should be able to tweak the position in the passenger info in basecompartmentmanager

pastel carbon
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Just had to change some of the parameters in the VehicleAnimationCompartment

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We probably have to think about a proper solution for the anim instance of the vehicle

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You can't use Player_CarryInjured.asi, since that will lead to disasters

carmine gull
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Yeah it's all very improvised haha

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I did try to create my own animation graph once, but this just kept crashing the game

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Perhaps it would also work with an overwrite and instance of the player workspace

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I'll see about it

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player workspace has a different structure, so I'm not sure it would work

outer forum
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I'll get it working as soon as I get home

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Just need a custom anim workspace

carmine gull
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Yeah some people have gotten it working, swedish forces pack with their truck for example. Still a vehicle, but it does work

pastel carbon
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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

outer forum
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Is it studdering?

pastel carbon
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Yes, especially when I try running

carmine gull
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I had the same issue, the bodies will interfere with eachother

pastel carbon
carmine gull
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Which is weird, since compartmentmanager has an option to disable physics interaction

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i guess it doesnt do that

pastel carbon
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Yeah, that option seems to be non-functional...

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Anyway, this is the latest progress

carmine gull
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How do you trigger the carrying ?

pastel carbon
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With the script I posted above

carmine gull
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How would I use it ?

pastel carbon
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Did you work with the peer tool before?

carmine gull
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Nope, never heard of it

pastel carbon
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You have to first configure it in the world editor

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Set the correct executable and add a peer config that points to the workbench addons dir in the params

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And then set the play mode to use the peer tool

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When you start the play mode now, a second window should open for the peer

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Once, the peer is connected, I execute the code in the console (part of the script editor)

carmine gull
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Can't find CarryInjuredSampleTest

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Hmm

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thats the error I get

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I have it saved somewhere else and put in the path to the folder the project folder is located in

pastel carbon
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Is the CarryInjuredSampleTest inside the workbench addons folder?

carmine gull
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II saved it on another drive in some other folder. Must it be in the addons folder ?

pastel carbon
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yes, you have to

carmine gull
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Alright

pastel carbon
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or you tell the peer tool where the other path is, but I would recommend keeping your mods in the workbench addons folder

carmine gull
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Same error, cant find the addon

pastel carbon
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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

pastel carbon
carmine gull
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Ah now, didn't notice the small " "

pastel carbon
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Yeah, if your path has spaces, you have to quote it

carmine gull
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Ohhh, huh. Thats really interesting

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I'm playing 2 people

pastel carbon
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indeed

carmine gull
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I did find the console, but pressing run with the script inside does nothing

pastel carbon
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Which mode is it in?

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should be set to Game

carmine gull
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I tried multiple

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Game also doesnt work

pastel carbon
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Hmm, try to exit the play mode and recompile all scripts

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not sure why it's not working though

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should be CTRL+R in the script editor I think

carmine gull
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Nope, nothing

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recompiled

pastel carbon
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What does the output say?

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window to the left

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if things are executed fine, you sould see a 1 and success (marked with red)

carmine gull
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nothing about execution

pastel carbon
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nothing is printed at all?

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not even some errors?

carmine gull
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Basically the things shown in your windows along with something about running a command

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but the executed bit isn't popping up

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Pressing Run is basically doing nothing

pastel carbon
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Just delete all code and put in there Print("Hello World")

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if that doesn't work, no idea

carmine gull
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Nothing

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Strange

pastel carbon
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To what mode is debug set for you?

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In the script editor

carmine gull
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Client

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I will restart workbench

pastel carbon
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Let me know, otherwise I'll just attach the script to the game mode entity ๐Ÿ˜…

carmine gull
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Yeah no, thought adding the -debuggerPort 1001 would help, but that didnt change anything either

pastel carbon
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you would switch debug from client to custom

carmine gull
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Ah alright

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Yeah I don't know

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That's all the output says

pastel carbon
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try this

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no need to use the console now

carmine gull
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Alright that worked!

pastel carbon
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Currently have it attached to the neck, but shoulder might be better

carmine gull
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Yeah I thought so too

pastel carbon
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And maybe have the left leg over the shoulder like in the Obi Wan example ๐Ÿ˜„

carmine gull
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Already played with some animation tweaks, main thing is that it's working now. rotatingparrot

pastel carbon
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Indeed

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although there's still the body collsions I'm worried about

carmine gull
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Absolutely

pastel carbon
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Also don't go prone ๐Ÿคฃ

carmine gull
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Yeeeeeah.

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I know the collision comes from RidigBody and then Model Geometry, atleast it should

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May actually be different on characters

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Yeah seems so..

pastel carbon
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So it's just that the disable physics part cannot deal with the case that a character is the vehicle?

carmine gull
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I have no idea actually, this problem doesnt happen with vehicles afterall

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But I'm guessing if you sit down an NPC in the back of a ural and try to walk into it, collision

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havent tried

carmine gull
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Animation is getting better atleast

pastel carbon
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nice

outer forum
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Can someone send me that setup?

pastel carbon
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@carmine gull You got the newest version

carmine gull
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Yeah sure, 1 sec

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Sent

rain stirrup
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happy ape noises

outer forum
pastel carbon
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How did you fix the bodies from interfering?

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Looks really smooth btw.

analog copper
outer forum
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@carmine gull You can have this if you want it. I can send it to you. Just add my name to the description ๐Ÿ™‚

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Needs functionality to add the carried person to the ambulance and the pick up action needs to only be shown when they are uncon.

carmine gull
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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. ๐Ÿ˜…

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That's kind though. meowheart

pastel carbon
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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.

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I can have a look at the missing script features, since I'm running things on experimental.

inner schooner
# outer forum

I'd like to be mature here, I definitely had to stop scrolling for a second to see... what I was looking at.

outer forum
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You should have seen the first result of me trying to place the character on the others shoulders.

inner schooner
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Oh lawd

carmine gull
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I just woke up and noticed it's gone

raven lagoon
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L mods fr

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Deleting good stuff

carmine gull
brazen fog
timber mist
carmine gull
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Gotcha, thanks

drifting sonnet
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mods used to delete a lot of my posts here too with no warning, is mostly why I stopped posting

brazen fog
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It's very sad

timber mist
nova aurora
raven lagoon
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Fr

analog copper
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yes

pastel carbon
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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.

nova aurora
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idk if u know how to do this but when your done with this a dragging mechanic would be cool

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like have a animation and make it so the person being dragged is ragdolling ig but idk i dont make mods

drifting sonnet
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if anything it'd be pretty funny

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just gmod the dude on your back

brazen fog
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When a player dies it ragdolls, I presume you could take the same physics and apply it?

pastel carbon
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How do you even make an entity to ragdoll? I didn't manage to get the PhysicsRagdoll wrapper working.

drifting sonnet
nova aurora
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kinda like squad

rain stirrup
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Man these moderators kinda suck

pastel carbon
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@carmine gull can you send the latest version of the sample mod?