Yo!
so i want to make a rock thats dynamic and can also be used as a winch point. i had no problem setting it to dynamic but adding a winch point is proving to be another story
i was using the pine trees files to try and make something work,
the line of code for a pine tree goes as follow
<GameData>
<WinchSocket Pos="(0;1.016; -0.193)" ParentFrame="BoneRoot_cdt" />
</GameData>
i am unsure as to how i position the winch point' is the editor capable of this?
also where would i find the cdt file name for the rock?
according to Fuzball's map making guide on steam
the default position of a winch point is just 0.00 across the board
nothing came of it and didnt even show a floating winch point.
the line of code i added to my rock file went as follows
<GameData>
<WinchSocket Pos="(0;0.00; -0.00)" ParentFrame="cdt_mesh" />
</GameData>
Update: I just saw on Fuzballs guide that only models in plants category can have winch points.
i am currently trying to turn the rock into a plant model now but am unsure as to how i would set up a plants file for a addon to a map.
would it go something like this?
classes - billboards / plants
meshes - models
textures - models
any help would be much appreciated!
the full file for the pine tree
<_templates Include="plants" />
<PlantBrand _template="Pine" PlantingMinSpacing="2.4">
<PhysicsModel>
<Body _template="PineRoot" ModelFrame="BoneRoot_cdt">
<Constraint _template="PineRoot" />
<Body _template="PineTrunk1" ModelFrame="Bone1_cdt">
<Constraint _template="PineTrunk1" />
</Body>
</Body>
</PhysicsModel>
<Occlusion Intensity="0.4" Size="(14.0; 14.0)" />
<GameData>
<WinchSocket Pos="(0;1.016; -0.193)" ParentFrame="BoneRoot_cdt" />
</GameData>
</PlantBrand>
the full file for my rock
<ModelBrand ClipCamera="false" DynamicModel="true">
<PhysicsModel>
<Body
Mass="18000.0"
NoSoftContacts="true"
Collisions="Dynamic"
LinearDamping="1.0"
AngularDamping="1.0"
/>
</PhysicsModel>
<GameData>
<WinchSocket Pos="(0;0.00; -0.00)" ParentFrame="cdt_mesh" />
</GameData>
</ModelBrand>