LarryG on 6/8/2009 at 00:41
I vaugely remember a thread where someone mentioned, possibly in passing, that there was a way to have an elevator contstantly traverse a loop of TerrPts. But now that I'm looking for it, I can't find it. Does this ring a bell for anyone?
Sliptip on 6/8/2009 at 00:44
I think you just need to make sure your elevator doesn't have the "StopAtWayPoints" script
LarryG on 6/8/2009 at 00:46
Without that script it doesn't move at all. I think it needs something else ... Yep. It needs StdElevator! When I removed StopAtWayPoints, I checked don't inherit, and so lost that was well.
Yandros on 6/8/2009 at 02:48
Physics > Misc > Moving terrain
LarryG on 6/8/2009 at 03:13
Ah! That solves my next question too: "How do I get it to start automagically when the game starts?" Great. Thank you.
It still does not rotate with the TerrPts orientation, but you can't have everything. I'm designing a rotating trolly-vator to disguise that lack.
Sliptip on 6/8/2009 at 03:42
You can just add physics->projectile->faces velocity=true
There's also a faces waypoint script I think (I can't remember which module it's in though)
LarryG on 6/8/2009 at 04:20
Thank you. That does something. If I can get the initial orientation right, I think it should serve.
Yandros on 6/8/2009 at 17:24
Quote Posted by Sliptip
There's also a faces waypoint script I think (I can't remember which module it's in though)
TurnAtWaypoints in tnhScript.
LarryG on 6/8/2009 at 22:40
Sliptip's tip "physics->projectile->faces velocity=true" seems to have done the trick for me.
Are TerrPts "waypoints" as defined (but not explicitly documented) for the script? Are other things waypoints as well?
Since the trolly-vator is turning properly now without the script I guess I won't need it, but thanks, and I'll try to keep in mind for the future.
darthsLair on 1/5/2010 at 00:21
Hi Larry, I am searching for a tutorial on a constant running lift, which continually goes down and up again. Just noticed in my search that you stated sucess in your attempts. Did you sucessfully pathfind ?
And will this work on a raft, or should I use lift? I prefer to use a raft, as it is more decorative once it is retextured.
I just have the Terrpts looped, and had moving terrain checked to true, but it wont Pathfind.
Deleting the terrpts and unchecking moving terrain eliminated the Pathfinding LinkId_file 301 error which is vator (Terrpt related) Now, even deleted the error has returned to haunt me.
Any help you can offer, such a small tutorial would be helpful. I have NV.osm loaded.
Thankyou !:thumb:
Edit:
Just for further info, I used a Cd link from a Concrete Room Brush to activate the Vator, and it does oscillate.
Only StdElevator script on the raft. I read all that was in your thread, but nothing has helped.