nightshifter on 1/5/2010 at 03:07
easiest way to do this is to set up a regular elevator and replace the script on the terPt with
TrigWaypoint ( from the publicscripts) ( and make sure you got that module loaded ofcourse)
then link the terPt's allso with a control device.. done..
once the elevator is set in action it will keep on going up/down.
LarryG on 1/5/2010 at 03:10
I don't know if what I did will help you much. My need was for a mine cars following a track. I used a continuous loop of TerrPts, so that the mine car "vator" goes from A to B to C to ... to Z to A to B to C to ...
But here goes.
Each TerrPt is TPath linked to the next with speed specified in the Data for the link.
The mine car I used is a custom object. I don't know any reason why a raft would not work the same. The key properties for my setup are:
Physics>Projectile>Faces Velocity: True
Physics>Misc>Moving Terrain: True
Scripts: {StdElevator; ElevatorSounds;;;True}
Then have a TPathInit Link from the "vator" to any of the TerrPts, and it will go around the TerrPts forever. That's it.
So to get it going up and down continuously, you may need four TerrPts:
A
B
D
C
Linked: A >TPath> B >TPath> C >TPath> D >TPath> A
Three may do also, but I'm more sure that four will.
I used this approach for my flyiing deathshead moths and a couple of other special effects, but I never did straight up and down. I did vary Z though, so no reason that it wouldn't. You may not want Faces Velocity: True in your situation
darthsLair on 1/5/2010 at 03:47
Thanks NightShifter and Larry ! This info will surely help. I am thankful for the Tutorials thread, and it's update. All of this info is invaluable to me, as I am always assisting someone else having difficulties, and I love to constantly learn something new everyday of Dromeding.
Thanks Again :thumb:
Edit: I was only able to use two terrpts, one for the upper and one for the lower. I had to connect an elevator button to the lower terrpt. I used StdElevator, ElevatorSounds, True. ( eliminating StopAtWayPoints)
I looped the bottom terrpt with the top terrpt. It does work fine, however, Pathfinding is impossible with this set up.
I also used on the elevator AI>Utility>Path:Repel no difference. still wont Pathfind. I understand that the AI cannot be allowed to pass under the lift. Is this correct ? I will try to build a platform under it, not allowing it to hit a solid brush. ( Still no pathfinding) I made an 8x8x8 solid block under the elevator so the AI could not access it underneath.
Any Ideas anyone ? Also, one more thing I have not noticed any info on is Tpath Next ? What is it used for?
No matter what I do with this open vator, 80 feet from top to bottom, it will not pathfind. If I find a resolve for it, I will re-edit this post with the solutions. This is killer!
Final conclusion for failure : Tried everything known to the World of Dromed. Looking at the monolog from dozens of crashes, it appears that over 500 doors, and alot of pre-existing animation is not allowing one more moving terrain object. The only way to fully opimize and Pathfind is to delete the moving terrain object "Raft",
and the Terrpts (2). Working on another way to access the floor 80 feet down. Paricle pole is my next attempt, but it might over animate, and not work either.
Thanks for all of your input !
LarryG on 8/5/2010 at 18:21
Here's a suggestion: add this in LAST, after pathfinding the entire mission. Then don't pathfind again. See what happens.
darthsLair on 8/5/2010 at 18:52
Hi Larry, Yes, I tried that too, but no luck. With tons of doors and alot of animation including texture animation I think the dark engine is at it's limit. One elevator however works fine, and Pathfinds, the other one doesn't. I know that sometimes it is necessary to play trick or treat on ole drommy.:joke:
Edit: I forgot to say when I attempted this, I had to Optimize to get the vator to Render properly, and I really dont see why, because all I did was add the Terrpts, 2 of them, and being fnords you would think it would have worked.
It might be possible with an active area brush ? Thats one thing I didn't try.
neux on 14/10/2017 at 19:28
I cannot get this to run.
I've followed Larrys instructions, but the object is not moving.
I have 2 TerrPts linked to each other with TPath and TPathInit from object to one of the points.
Physics>Projectile>Faces Velocity: True
Physics>Misc>Moving Terrain: True
Scripts: {StdElevator; ElevatorSounds;;;True}
I even tried to link with button with ControlDevice, still i get no movement.
Any ideas?
R Soul on 14/10/2017 at 19:32
Did you set velocity in all of the TPath links?
neux on 14/10/2017 at 19:55
Ahhh, I did not. It's working now.
The movement in dromed game mode is not smooth. Is that normal? Will it get better if I run it as mission (outside dromed)?
neux on 15/10/2017 at 15:53
I have another problem.
I'm trying to create a constantly moving crush wall.
Just moving into the path of the player and back.
The problem I'm having now is that the object, when on the path back, rotates like a creature would, but to be more wierd it only rotates 90 deg.
How do I force the wall object not to rotate?
Perhaps someone has seen this implemented in another mission I could check?
Yandros on 15/10/2017 at 16:43
I think you want Physics>Projectile>Faces Velocity: False.