Ricebug on 11/4/2014 at 16:21
Could not find any posts on this...
I have the stock conveyor belt object in my mission. However, when the player stands on it, he/she just stands still. What's the trick, if any, for carrying the player along?
I'd also like to replace the conveyor texture, as I don't care for the blue texture, but I can't seem to find it in the .crf.
fibanocci on 11/4/2014 at 16:40
1. You could make a ladder, give it the conveyorbelt-script and some verlocity
2. Shape-->Model Name
ZylonBane on 11/4/2014 at 17:01
If memory serves, conveyors use textures from the bitmap folder.
That memory may be wrong though.
Ricebug on 11/4/2014 at 17:39
Strange... When I create a new conveyor from the hierarchy, it works. Mine does not, even though it's exactly the same.
The conveyor top (-6429) is only an animated decoration. The conveyor itself (-2410) does the real work. So making a custom texture is a piece of cake.
The ladder trick didn't work, fib. I laid the ladder on the ground. Also tried flipping it over.
Guess I'll delete what I have and add it again.
Yandros on 12/4/2014 at 00:10
I've never been able to get a conveyor to move the player, but admittedly I've never tried very hard.
LarryG on 12/4/2014 at 01:15
It worked for me a few years back when I tried ...
Ricebug on 13/4/2014 at 13:08
I think I found the problem. When I construct the conveyor on a purely horizontal plane, it works. The one in my mission, however, is tilted up at 15 degrees. The direction of the conveyor, however, remains fixed to the X plane, not by the angle of the conveyor object.
A hastily drawn graphic:
Inline Image:
http://www.bogadocious.com/temp/conveyor.gif
LarryG on 13/4/2014 at 13:17
Right. So you fixed it by changing the <code>Physics\Model\ConveyorVelocity</code> setting of your belt to have the correct vetor, right? You remembered your basic trig functions to figure out the correct ratio of rise to run for 15 degrees ... :)
Quote:
<dl><dt id="conveyorbelt">ConveyorBelt</dt><dd>gen.osm 2 Responds to <code>PhysContactCreate</code> and <code>PhysContactDestroy</code>. Calculates the correct velocity for the colliding object based on its orientation and the <code>Physics\Model\ConveyorVelocity</code> of the script object. If the colliding object is <code>Player</code>, a <code>Physics\Model\ConveyorVelocity</code> property is added to it; otherwise the <code>Velocity</code> control of <code>Physics\Model\Controls</code> is set. The property or control is removed when contact ends.
</dd></dl>
fibanocci on 13/4/2014 at 15:06
Does it work with negative numbers, too?
LarryG on 13/4/2014 at 16:29
Try it.