Gestalt on 16/6/2005 at 03:21
It's more or less irrelevant and kind of patronizing now, but I've already made the image so I'm going to post it regardless:
Inline Image:
http://img196.echo.cx/img196/8121/rope4hv.jpgThat's how it works for me, anyways.
New Horizon on 16/6/2005 at 13:01
Well, I don't know what I did differently. I just deselected and reselected a few times and finally it worked.
However, I can now see the full extent of the glitchiness of the rope arrows.
The problems I'm having are similar to the others.
1. Spawning multiple ropes - likely due to passing through multiple surfaces.
2. This is only half a problem:
a. I can frob the arrow to retrieve it but...
b. The rope remains behind
3. Ropes go straight into the ground and while the arrow will only penetrate wood, the collision spawn forces a rope to be deployed from any surface....I'll try to think of a way out of that one. It shouldn't be too hard really. I noticed a material override setting. i'll try that.
New Horizon on 16/6/2005 at 15:30
Out of curiosity, perhaps if there are any ex-devs hanging around, are these some of the same problems you faced in getting the rope arrows up and running?
Out of curiosity. Has anyone tried spawning the rope with a trigger script? Hmm. Seems like it might be possible from a quick glance...but only if it can be limited to wood. Perhaps, when the object contacts the ground. I think wood may be treated the same as ground. Don't think stone would count.
Rantako on 16/6/2005 at 19:17
At last, I have managed to make the rope only spawn in wood... but... when it does spawn, the rope takes the rotation of the arrow - meaning if you fire it into a wooden roof, you get a nearly horizontal rope. Not much use as it is, but maybe it can be fixed.
Here's how to do it: (I assume you've completed the tutorial)
Firstly, delete the CollisionSpawn link from the RopeArrow to the RopeArrowLadder.
Then, create a TriggerScript link FROM RopeArrow TO RopeArrowLadder.
Now open the TriggerScript Manager, and create a new script (I called it RopeArrowSpawn1)
Inline Image:
http://img60.echo.cx/img60/8602/ropearrowspawntest22zn.jpgGive this script to your RopeArrow archetype.
And that's it. The rope will now only deploy if you fire at wood, but if the rope appears at more than a few degrees from vertical, it won't let you climb it.
Also, now that the arrow doesn't disappear, I suppose the rope should no longer be frobbable, and a script could be made so that frobbing the arrow deletes the rope too.
Does anyone have any idea how to overcome the rotation problem?
New Horizon on 16/6/2005 at 20:42
Quote Posted by Rantako
At last, I have managed to make the rope only spawn in wood... but... when it does spawn, the rope takes the rotation of the arrow - meaning if you fire it into a wooden roof, you get a nearly horizontal rope. Not much use as it is, but maybe it can be fixed.
Here's how to do it: (I assume you've completed the tutorial)
Firstly, delete the CollisionSpawn link from the RopeArrow to the RopeArrowLadder.
Then, create a TriggerScript link FROM RopeArrow TO RopeArrowLadder.
Now open the TriggerScript Manager, and create a new script (I called it RopeArrowSpawn1)
(
http://img60.echo.cx/img60/8602/ropearrowspawntest22zn.jpg)
Give this script to your RopeArrow archetype.
And that's it. The rope will now only deploy if you fire at wood, but if the rope appears at more than a few degrees from vertical, it won't let you climb it.
Also, now that the arrow doesn't disappear, I suppose the rope should no longer be frobbable, and a script could be made so that frobbing the arrow deletes the rope too.
Does anyone have any idea how to overcome the rotation problem?
I was playing around with a few triggerscripts myself but no success. Great work. :)
I'll try this script on the rope arrow archetype that I undeleted from within the editor and see how it reacts. I'll get my own tutorial uploaded so you can see the minor differences.
Just did some experiments. You only need to have "When I come to rest" in your triggerscript and it works fine.
Bumbleson on 17/6/2005 at 23:20
Quote Posted by Rantako
Does anyone have any idea how to overcome the rotation problem?
Have you tried to add the rope to physics? You might need a hinged attachment or something like that for it to work.
New Horizon on 19/6/2005 at 05:15
Looking around the editor in the available links and I noticed that there is a RopeArrowSpawn link. Lets you specify the length and the unfurl animation I believe. Check it out. Might be a better sollution than the trigger script.
New Horizon on 20/6/2005 at 03:16
Just wanted to bump this one. I haven't had time to test the rope arrow spawn link that I found as I've been doing some bug fixes on the minimalist project but hopefully someone else will try it if I don't. Might be another step in the right direction. The triggerscript approach seems to delay the deployment of the rope...the more we can do without scripts the better.
Rantako on 20/6/2005 at 20:06
The rope arrow spawn link was the first thing I tried way back in March - but it crashed the editor and I've never looked at it again. It might still have uses, though.
New Horizon on 21/6/2005 at 14:39
Quote Posted by Rantako
The rope arrow spawn link was the first thing I tried way back in March - but it crashed the editor and I've never looked at it again. It might still have uses, though.
Yes, I would be curious to see if it could be made to work. I'll ask around to see if maybe something was removed to prevent it from working.