Caradavin on 5/8/2013 at 00:39
Hi, I have an elevator object and I have it following its route but the route is horizontal which causes the object to look as though it is moving sideways. I want the object to turn and face the forward direction (to turn) when it changes direction on the route. I looked through the forum and found stuff on this for thief 2 but I'm having issues figuring this out with t3ed. Can anyone help me out? What kind of script do I use? I started with a condition of if elevator hits linkflavor and stops at linkflavor but then I realized that is nothing like what I want. I was trying to make the corner elevatorlink trigger the script to make it turn. I hope I'm making sense here - there has to be an easier way..
Beleg Cúthalion on 5/8/2013 at 05:21
Have a look at the spinning fans in e.g. the Clocktower or St Edgar's maps. They have scripts to start a so-called "angular velocity". Maybe the "StartActive" property must be true for the object as well, I had a bit of a struggle to keep my fans running. I can imagine that you can use the action to rotate the elevator platform for a short time when it reaches an elevator "patrol point" (there should be a condition for that, right?). I expect that it doesn't rotate the player, too, when he's standing on it.
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http://s14.directupload.net/file/d/3338/pvvl7mpu_jpg.htm)
Inline Image:
http://s14.directupload.net/images/130805/temp/pvvl7mpu.jpg
Judith on 5/8/2013 at 16:22
That's only a theory, but you could start experimenting with something like that:
Inline Image:
http://img843.imageshack.us/img843/640/i0k9.jpgYou should put that into elevator floor marker and play with values a bit. You'll have to see how many seconds you need to delay the script before the elevator turns at the desired speed. You elevator can be any object as long as it has the following properties:
Actor: bNotMoveablePhysics - False
Actor: bNotMoveableRender - False
Physics: ElevatorController
Elevator: Elevator CrushStim
And for sounds you'll need Scripts: TriggerScripts - ElevatorMovingSound, ElevatorStoppingSound
Caradavin on 5/8/2013 at 20:13
Thanks I will try that. Good to know I was near the right track.
Caradavin on 5/8/2013 at 22:56
Ok, maybe this will help - it's more of a willowisp with a rigid attachment. I want the object that is attached to rotate so that it doesn't seem to be moving sideways once it reaches the corner and starts down the other corridor. I'm beginning to think I might not be able to do that, though. Is it the same concept as above? I tried something very similar but got some CallStack error and a crash. Thanks :cheeky:
Judith on 5/8/2013 at 23:25
I don't know what did you expect by trying to rotate rigid attachment - it's called like that for a reason ;) I'd try other types of links or break these down to 2 objects, although that would require twice as much floormarkers... I haven't tried anything with other types of attachments or hardpoints for a long time now. That would probably be easier and you could rely on ingame physics a bit (maybe something like those hanging lanterns).
Caradavin on 6/8/2013 at 00:05
Quote Posted by Judith
I don't know what did you expect by trying to rotate
rigid attachment - it's called like that for a reason ;)
Good point.
Well, it was worth a try anyway. No biggie, it was fun to experiment and figure out the whole pathing thing.
Beleg Cúthalion on 6/8/2013 at 05:59
Did you try to rotate the elevator object itself or its rigid attachment? I'd try that myself if I have the time later this week, although I think that object manipulation of this kind might indeed be tricky in T3Ed.
Caradavin on 8/8/2013 at 01:04
The object itself and then tried the rigid attachment - neither seem to work though.