str8g8 on 23/9/2005 at 08:42
Quote:
EDIT: here's a video teaser of the animation working in-game
Very impressive! :thumb:
Quote:
Maybe if you spawned a whole bunch of invisible ladders and rotated them so they were in a spoke pattern...
Or rotated the rope\ladder along with the player? Just a thought.
SubJeff on 23/9/2005 at 09:02
Aw man, that animation is really nice. Props to you guys working on this. It's way over my head but I so hope you can get it done.
New Horizon on 23/9/2005 at 12:56
Wow, great work! :) Truly inspiring....not only do you have it spawning...but only spawning a single rope.
SubJeff on 23/9/2005 at 13:40
So in the simplest terms possible - why doesn't it work or what is it that is going wrong?
New Horizon on 23/9/2005 at 14:40
Quote Posted by ascottk
EDIT #304: Weird side effect - When I choose the arrows from inventory it spawns a bunch of ropearrowladders (looks like intestines) on the map. Ugh, Im going to bed.
I think the side effect is from using it on script startup. Since you have the script attached to the arrow head, that script is likely going to be activated when you select the arrows from inventory. I'm not sure what other condition you could use though.
CONDITIONS:
on script startupMaybe a "when I am used in a way from the inventory" condition?
ACTION: Destroy linked object myself
reset script conditions and actions
Gonchong on 23/9/2005 at 14:56
could we have it spawn a rope ladder with thin 'rungs' instead? that way the only-climb-on-two-faces thing would make sense.
Esme on 23/9/2005 at 15:12
especially as I'm only halfway through Komag's excellent tutorial, so please feel free to smack me down for being a noob
but is it possible to have a semaphore in the script that you can check and set if it isn't set already
something like
if ( setandcheck( ropedeployed ) ) then do rest of script otherwise exit
where setandcheck() will set the flag if it isn't set and return true otherwise false
apologies for made up script language
so basically once the script has fired it can't fire again for a second collision
ascottk on 23/9/2005 at 15:28
Quote Posted by New Horizon
I think the side effect is from using it on script startup. Since you have the script attached to the arrow head, that script is likely going to be activated when you select the arrows from inventory. I'm not sure what other condition you could use though.
CONDITIONS:
on script startupMaybe a "when I am used in a way from the inventory" condition?
ACTION: Destroy linked object myself
reset script conditions and actions
I think that's the problem of using a UI object. It only happens when I select rope arrows in the inventory. I'll have to make a dummy object (the invisible INVarrowMOSSblob) and destroy that instead.
EDIT: That was the problem!
Quote Posted by Gonchong
could we have it spawn a rope ladder with thin 'rungs' instead? that way the only-climb-on-two-faces thing would make sense.
I thought about that but I don't have max 5.1.
Quote Posted by Esme
especially as I'm only halfway through Komag's excellent tutorial, so please feel free to smack me down for being a noob
but is it possible to have a semaphore in the script that you can check and set if it isn't set already
something like
if ( setandcheck( ropedeployed ) ) then do rest of script otherwise exit
where setandcheck() will set the flag if it isn't set and return true otherwise false
apologies for made up script language
so basically once the script has fired it can't fire again for a second collision
I think I've taken care of the spawning problem. Look at New Horizon's post.
I'll post a new thread/tutorial after I work out the bugs because this one seems to be more of a sketch pad of ideas & you have to look through 4+ pages in order to string this stuff all together. Hopefully I'll have a fully functioning rope arrow by the end of today :thumb:
SubJeff on 23/9/2005 at 15:54
We're all hoping with you!
New Horizon on 23/9/2005 at 15:58
Quote Posted by ascottk
Hopefully I'll have a fully functioning rope arrow by the end of today :thumb:
Best of luck ascottk. :)