Ricebug on 13/4/2014 at 22:46
Quote Posted by LarryG
You remembered your basic trig functions to figure out the correct ratio of rise to run for 15 degrees ... :)
I barely got past fractions. The math teacher stuck me in the back of the class with the rest of the retards.
LarryG on 14/4/2014 at 00:24
OK. All you need is fractions, that's all trig is at the core. Your slope is what? 15 degrees? So Tan(15°) = rise over run = O/A = the length of opposite side (rise) divided by the length of the adjacent side (run). So any pair of numbers which when divided one into the other result in an approximation of Tan(15°) are candidates for your rise / run.
Tan(15°) = 0.267949 (more or less)
So any fraction approximating that would be good to try.
24639/91954 = 0.267949191987298
That's pretty close!
so a rise (z) of 2.4639 and a run (x or y) of 9.1954 should work.
If that's too fast, divide each by some constant. If it's too slow, multiply each by the same constant. The magnitude of the numbers used indicates the magnitude of the velocity up the conveyor. If you use the same multiplier for both numbers, the ratio of one to the other will stay the same, and that's what you want. Make sense?
Here is an illustration of what we are doing, just with 38° instead of 15° and fixing the run value arbitrarily to 12:
[ATTACH=CONFIG]1955[/ATTACH]
fibanocci on 14/4/2014 at 07:48
There's actually no need to edit the y or z values in Physics--Model--Conveyor Velocity settings
Here's a quick demo of sloped conveyors. Look at directions of the convequors. The Conveyor velocity settings are always the same (x).
What you absoluty need is a starting point. Otherwise the player won't get 'attached' to the conveyor.
(
http://www.file-upload.net/download-8814452/conveyor1.zip.html)
Ricebug on 14/4/2014 at 12:44
Quote Posted by fibanocci
What you absoluty need is a starting point. Otherwise the player won't get 'attached' to the conveyor.
My mission has a start point. What do you mean?
I've blocked players from getting on the conveyor, but I'm sure they'll want to ride it.
fibanocci on 14/4/2014 at 12:58
I talking about a starting point. Every mission has one. I just want to make sure you didn't try it without one (accidentally or whatever).
Quote:
I've blocked players from getting on the conveyor
Why? :confused:
You asked for this
Quote:
However, when the player stands on it, he/she just stands still.
What's your intention now?
Did you try the quick demo?
Ricebug on 14/4/2014 at 14:55
Well, fib, if the thing doesn't work, why let the player get on it? If I can get it to work using LarryG's formula, then I will unblock it and everyone will be happy.
The "quick demo" doesn't work.
EDIT: I input the numbers you suggested, LarryG, and it still doesn't work. That's OK. The thing is still structurally attractive.
fibanocci on 14/4/2014 at 15:11
Quote:
The "quick demo" doesn't work.
Of course it does. What's wrong with it?
LarryG on 14/4/2014 at 17:29
Quote Posted by Ricebug
I input the numbers you suggested, LarryG, and it still doesn't work. That's OK. The thing is still structurally attractive.
A non-working conveyor that you can climb might be less annoying than a conveyor you can see working but are blocked from.
LarryG on 14/4/2014 at 19:31
Just to make sure of all this, I set up a conveyor and inclined it at 15 degrees. I set the ConveyorVelocity parameter on the conveyor (not the top!) to (8, 0, 2.14) and the player gets transported up the belt at just about the same speed as the belt is visually moving. I don't understand why you are having any problems. It works great.