A simple toy to have a little fun while waiting for the long-awaited release of the OUTERRA WORLD SANDBOX.
This MOD solves (in its own way) the lack of friction in the world of OUTERRA which does not allow to grab objects with pincers, or similar mechanical tools, to move or lift them.
The solution adopted is (once again) extremely imaginative because the vehicle can use a sort of "Tractor Beam", in "Star Trek" mode, capable of "binding" any object or model present on the scene to the movements of a turret, placed on the cabin of the small truck, which emits the beam.
Model link:
https://drive.google.com/file/d/1-0cSAzxj2XkCbdvYEWPXCHUNk2dvtBK8/view?usp=sharingOperation keys:
The "
Arrow" keys move the turret that emits the beam.
The "
F" key enables and disables the emission of the explorer beam which is used to choose the object to move.
The "
O" key enables the "Tractor Beam" which captures the chosen object.
The "
Z" and "
X" keys lengthen and shorten the length of the tractor beam determining the distance variation of the constrained object.
The subsequent pressure on the "
O" key stops the action of the beam and releases the object.
Operation, however, is very simple and intuitive.
For any doubt it is possible to consult the legend of all the commands, by pressing the "
Ctrl + L" keys.
CURIOSITY :
It is possible to move any object both static (houses and buildings) and dynamic (vehicles, planes, boats).
Vehicles, when released, follow the law of gravity and fall to the ground below.
On the other hand, static objects remain in the position they are dropped even if they are in mid-air.
Furthermore, the position of static objects is recorded as a new fixed position of the object and remains permanent even in subsequent sessions of Anteworld.
So be careful not to leave buildings suspended in the air because you will always find them there.
The display of the object, while moving, only works for objects loaded "before" the small truck was loaded.
If you exit the model and load other vehicles, returning to the truck you can also move these vehicles but you will not see the vehicle during the move: only when it is released.
I believe it is a peculiar feature of the "Outerra Engine" which allows access to the "geometry object" of the objects only if they are already present when a vehicle is initialised ...
In any case it is irrelevant because the movement takes place perfectly even in these circumstances.
I haven't been able to optimize this model to the point of giving it the ability to load different instances of it.
Loading a second equal model inhibits the optimal functioning of both.
I haven't been able to figure out why but I suppose that continuously accessing the identities of the surrounding objects is quite a "delicate" operation and it's difficult to share it between instances using the same code...
However, even if with only one small truck at a time...
Have fun !!!