The true walk of the monkeylord
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- TheRegisteredOne
- Posts: 398
- Joined: 10 Dec 2005, 21:39
Well, Sheekel wins, it's about Zbots scripts. But jcnossen's "It doesnt move the feet when rotating the unit" could be an earlier winner.
Arg's "The four-legged one didn't use its legs to propel itself up the hill. The belly-slide down the hill is totally cool, though." is completly missing the point. The four legged one did use its leg to proper itself up the hill. The leg doesn't appear to move only because the Spring engine makes units go much slower when moving up a slope. And also some bugs makes my script not work 100% perfect on slope yet. It seems the position legs lock to slowly drift when on slope. And the front leg sometimes get stuck in lifted moded on slope. I'll look into it whenever I get the chance. Sadly the PC I have my modding tools on, and the PC that has the power to run Spring, are separated by 150km, so it ain't easy to debug it. I developped the script for the TA engine, and only ran it under Spring for the making of that gif. It was quite a pleasant suprise to see that it did work mostly right under Spring, after merely changing the movement class and readding the upright tag. As for when it's going down hill, then it goes faster. The speed at which legs turn back when in the air is fixed so the time legs are in the air gets proportionnaly more important when the time they are on the ground becomes smaller due to the unit going faster, therefore it's more likely to end up with all legs up at once. I never intented it to slide down on its belly.
Drone_Fragger is dead wrong. To my knowledge Arg never wrote walkscript in a similar way.
As I just said elsewhere, I knew of the bug that Caydr and TRO noticed, where it lift all legs at once, more than a year before writing the script.
As for TRO's "omg, if zodius's zbot script is able to stick to the ground AND alternate legs, then it defeats zwzsg's zbot script.", well, I'll stress the if.
bobthedinosaur "what do use for animating?" fails at making sense.
Buggi could be the real winner, as he's only one describing precisely the important point wow... the legs actually stay put when it's moving and don't slide around. But I can show him some of my bigger gif! ^_^
Zagupi "One good thing is that the legs don't do "sliding" much, they stick to the ground which adds great realism. Althou they slightly slide on the slopes." is the perfect answer, sadly it came after all the others.
No, KDR_11k, I am not using get CURRENT_SPEED for that. It wouldn't help. Kowing the overall speed of the unit is not enough to know what angle to give to each leg segment to make the toe immobile while the unit move and turn.
I don't think the name has been confirmed by Chris, but I don't follow closely the GPG garage and other SupCom related site. We think it's called that away becase after a carefully examination a render labelled "Cybran Monkeylord" proved to be the same unit as the giant spidery thing. See there http://www.tauniverse.com/forum/showthread.php?t=31481 for some discussion about the name. KDR_11k theory on the origin of the name is ... well it's his own very personnal little theory.
Oh, and credits to Zodius for making the first "true walkscript". For this monkeylord I wrote my own script, but he proved me that it was possible, while I thought it would be too complex for the limited BOS/COB scripting language. He made his Zarganeth long ago, and I rescripted the monkeylord only as a reaction to his (more recent but still earlier) Walking Ship.
Other credits to Rampage for the model, Wotan for the texxing. And to Reynald=Sinclaire for his other monkeylord models. And to everybody who made the cool BP (too bad I chose to remake a very lame one instead of chosing one of the many beautiful already made ones :S). And to the public support, cause it's hard to make units then have them ignored. And to our god which stand in its gas powered dwelling.
Arg's "The four-legged one didn't use its legs to propel itself up the hill. The belly-slide down the hill is totally cool, though." is completly missing the point. The four legged one did use its leg to proper itself up the hill. The leg doesn't appear to move only because the Spring engine makes units go much slower when moving up a slope. And also some bugs makes my script not work 100% perfect on slope yet. It seems the position legs lock to slowly drift when on slope. And the front leg sometimes get stuck in lifted moded on slope. I'll look into it whenever I get the chance. Sadly the PC I have my modding tools on, and the PC that has the power to run Spring, are separated by 150km, so it ain't easy to debug it. I developped the script for the TA engine, and only ran it under Spring for the making of that gif. It was quite a pleasant suprise to see that it did work mostly right under Spring, after merely changing the movement class and readding the upright tag. As for when it's going down hill, then it goes faster. The speed at which legs turn back when in the air is fixed so the time legs are in the air gets proportionnaly more important when the time they are on the ground becomes smaller due to the unit going faster, therefore it's more likely to end up with all legs up at once. I never intented it to slide down on its belly.
Drone_Fragger is dead wrong. To my knowledge Arg never wrote walkscript in a similar way.
As I just said elsewhere, I knew of the bug that Caydr and TRO noticed, where it lift all legs at once, more than a year before writing the script.
As for TRO's "omg, if zodius's zbot script is able to stick to the ground AND alternate legs, then it defeats zwzsg's zbot script.", well, I'll stress the if.
bobthedinosaur "what do use for animating?" fails at making sense.
Buggi could be the real winner, as he's only one describing precisely the important point wow... the legs actually stay put when it's moving and don't slide around. But I can show him some of my bigger gif! ^_^
Zagupi "One good thing is that the legs don't do "sliding" much, they stick to the ground which adds great realism. Althou they slightly slide on the slopes." is the perfect answer, sadly it came after all the others.
No, KDR_11k, I am not using get CURRENT_SPEED for that. It wouldn't help. Kowing the overall speed of the unit is not enough to know what angle to give to each leg segment to make the toe immobile while the unit move and turn.
I don't think the name has been confirmed by Chris, but I don't follow closely the GPG garage and other SupCom related site. We think it's called that away becase after a carefully examination a render labelled "Cybran Monkeylord" proved to be the same unit as the giant spidery thing. See there http://www.tauniverse.com/forum/showthread.php?t=31481 for some discussion about the name. KDR_11k theory on the origin of the name is ... well it's his own very personnal little theory.
Oh, and credits to Zodius for making the first "true walkscript". For this monkeylord I wrote my own script, but he proved me that it was possible, while I thought it would be too complex for the limited BOS/COB scripting language. He made his Zarganeth long ago, and I rescripted the monkeylord only as a reaction to his (more recent but still earlier) Walking Ship.
Other credits to Rampage for the model, Wotan for the texxing. And to Reynald=Sinclaire for his other monkeylord models. And to everybody who made the cool BP (too bad I chose to remake a very lame one instead of chosing one of the many beautiful already made ones :S). And to the public support, cause it's hard to make units then have them ignored. And to our god which stand in its gas powered dwelling.
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- Posts: 854
- Joined: 28 Jan 2005, 18:15
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Ok, head over that thread in Wormhole Production forum for the ufo. With the bos. With comments. In French.Archangel of Death wrote:Zwzsg, stop teasing me and hand over your fully commented bos already. Why, I'd take it in French, even though I'd only be able to understand 50% or less.
And how draining on game speed would all that scripting be? Because I'd like to have 200 units onscreen at once running that.

If you decide to try the ufo nonetheless, keep in mind the FBI needs some change before the unit works in Spring. Most importants are:
- Replace the movement class by one that exists
- Re-add the upright=1; tag
Also, the script doesn't work perfect on slopes, ignore uneven terrain, sometimes lift all legs at once, while I've heard Zodius true walkscript is better. I'll see what I can done to improve my script, and what ideas I can borrow from Zodius method. Oh and while you're on W.P. forum, don't forget to check the new version of the scorpion.
As for the CPU drain, I haven't measured it, I just know that the way I coded it, with all those complex commands executed at every tick, it can't be good. I don't think it's worth the trouble using that script on tiny units build by hundreds, keep it for high level units.
unpossible, don't forget to build a shrine to Zodius too. It's him who made the first zbot true walkscript after all.
I write the script entirely under scriptor. I use it like notepad, but unlike notepad it colors the command which make it easier to read and to spot gross mispelling. Many part are done with copy'n'paste and "replace all ... by ... in selection". To get the proper angle and values, I use UpSpring. Because UpSpring is coded in c++ and not in vb, it run very fast on high poly units, so unlike 3do builder, I don't have to wait 3 sec for a change or a camera pos change to take effect. Plus, in UpSpring, there's that very nifty thing where you can turn a piece without applying the turn immedialy, so you can try and ... heck you can even turn piece with the mouse! However, when I have to store a change to the 3do, I prefer to use 3do builder, as UpSpring has some annoying bugs, like loss of black color, inverted texture, turing half of face into groundplate, corrupting the model in a way that force me to run 3do dry cleaner before 3do builder can load it again etc... But on the other hand, with UpSpring I can merge piece and delete faces, so sometimes I use it to construct the 3do too. It just take a little cleaning process afterwards. Also I have to keep my little memo text about which way UpSpring invert axis and order rotation are applied, etc.. Oh and I often have a windows calculator open too, as even simple substraction sometimes I'm too lazy to do mentally.bobthedinosaur wrote:what process do you use to create the animation code in your scripts? ie:servo, notepad and 3do?
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
zwzsg wrote: Ok, head over that thread in Wormhole Production forum for the ufo. With the bos. With comments. In French.. Yeah sorry by the time I realised I was writing in French, the comments were alredy written. ...

Ik bedoel maar, gewoon lekker in je eigen taaltje babbelen genoeg vertaal applicaties te vinden.


- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
Finally I get a mention, after all my hard work on the True Walk Script, and the Zbot class.Also, the script doesn't work perfect on slopes, ignore uneven terrain, sometimes lift all legs at once, while I've heard Zodius true walkscript is better. I'll see what I can done to improve my script, and what ideas I can borrow from Zodius method. Oh and while you're on W.P. forum, don't forget to check the new version of the scorpion.
And, as Z points out, it works on slopes, however as it stands the script is imcompatable with Spring. It would be interesing to see if my script can be ported to spring though, as TA's view limits the effect that people see of the script.
Here is my latest incarnation for people to look at.

Thanks
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