Dark Arrow on 22/6/2005 at 18:10
I have a "serious" problem I have been trying to figure out for the last three days. I'm trying to build a pressure plate and an emitter trap setup and write a tutorial about it. I had everything thought up and almost working, until I encountered a problem with one of the actions. This was caused by a difference between a fake frob and a real frob.
By real frob I mean the player actually frobbing something. By fake frob I mean using an action which causes the object to simulate player/or something else frobbing another object.
The action which is causing the problem is this (with it filled up):Objects>Impart a physics impulse with vector X=[-500.00] Y=[0.00] Z=[0.00] to linked object [Projectile], offset from center of mass by X=[0.00] Y=[0.00] Z=[0.00]
I can frob a button linked to a genericspawn point (which spawns a BroadHeadArrow with a ~Projectile link from the arrow to the genericSpawnpoint). This works, the arrow is shot like it should. However, if I use any other means to trigger the script, the impulse action fails (the script does work as the arrow is created).
Any help would be appreciated.
Ziemanskye on 22/6/2005 at 20:05
Volume around the plate, then script to frob a button in the wall with highlightDist=0?
Sorry, I'm just not understanding the fake frob here. What is faking what?
And wouldn't Physics - ControlledImpulseFrob (or whatever it's called)on the Arrow work better anyway?
Dark Arrow on 23/6/2005 at 12:12
The trigger system is faking Player Frobbing an object.
Quote:
Volume around the plate, then script to frob a button in the wall with highlightDist=0?
That is the situation I'm talking about. This won't work, but if I frob the button myself, the action will play as it should.
I'll see what I can do with the property you described. I'm not very familiar with UnreadEd and the physics deepartment is going way over my head at the moment.
Dark Arrow on 23/6/2005 at 13:04
Problem has been FIXED.
NOTE: Buggy trigger script actions
When using Volume>When linked volume(s) Myself are breached by [Category_Player]
[Category_Player] can prove to be buggy. When trying to activate something, prefer using the [Any] object category.
[Category_Player] doesn't work with the action Objects>Impart a physics impulse with vector X=[-500.00] Y=[0.00] Z=[0.00] to linked object [Projectile], offset from center of mass by X=[0.00] Y=[0.00] Z=[0.00]
Krypt on 23/6/2005 at 17:57
Why do you need to fake a frob at all? Can't you just make the volume trigger the arrow directly? Where does frobbing fit into it?
Also I believe there is a trigger condition that goes something like: "When linked volume [link] is breached by linked object [link]" in which you can put in PLAYER for the second link field to trigger it when the player enters the volume. I believe this way is more reliable than the Category_Player condition.
Dark Arrow on 25/6/2005 at 16:34
These were the original scripts:
Code:
1.31 StepOnPressurePlate
Conditions:
Volumes>When linked volume(s) [MYSELF] are breached by [Category_Player]
Actions:
Flags&Messages>Propagate message [Fire] to linked object(s) [TriggerScript]
Doors>Open any doors on linked object(s) [TriggerScript]
Scripts>Reset script conditions and actions
1.32 StepOffPressurePlate
Conditions:
Volumes>When linked volume(s) [MYSELF] are exited by [Category_Player]
Actions:
Doors>Close any doors on linked object(s) [TriggerScript]
Scripts>Reset script conditions and actions
1.33 FireEmitterWest
Conditions:
Flags&Messages>When propagated message [Fire] detected on linked object(s) [MYSELF]
Acions:
Objects>Spawn object of [BroadheadArrow] and create a ~Projectile from spawned object to this object
Objects>Impart a physics impulse with vector X=[-500.00] Y=[0.00] Z=[0.00] to linked object [Projectile], offset from center of mass by X=[0.00] Y=[0.00] Z=[0.00] *
Properties>Set [ContactXfrInfo.Inactive] to [False] on linked objects of [Projectile] **
Scripts>Reset script conditions and actions
I'll keep it as it is (with the Category_Player replaced by the ANY tag), unless it proves it isn't working again.
I originally thought that there was a problem with the frob setting, but it seemed to be with the Category_Player.