intruder on 29/12/2010 at 16:31
It's almost embarrassing to ask, but I've got a problem with my elevator.
I prepared a path marked by TerrPoints labeled Node_1, Node_2...Node_13 and I've got my elevator.
The links:
elevator -> TPathInit -> Node_1
Node_1 -> TPath -> Node_2
...
Node_12 -> TPath -> Node_13
My elevator has the following settings:
StdElevator
Moving Terrain: False
There is a button CD-linked to the elevator. Now if I frob this button, the elevator moves directly to Node_12 (the second last pathnode) instead of moving to Node_2 (2nd pathnode).
When I remove Node_11, Node_12 and Node_13, the elevator heads straight to Node_6 after frobbing the button.
I'm somewhat stuck at the moment since I can't explain this odd behavior. I tried to link the last and the first node to create a circle (Node_13 -> TPath -> Node_1) but this didn't change a thing. I've checked all links again to ensure that the speed is always > 0 (in fact it is either 3 or 10) and that the order is ok and there is nothing wrong.
I want the elevator to follow the path and therefore there is no CD-link to any pathnode since this would make the elevator heading straight for it. I did take a look at other FMs (UNPC The Harlequin, 7th Crystal) that use the same setup with an open path but theirs is working. What's wrong with mine?
R Soul on 29/12/2010 at 19:04
Put the NVSpy script on one of the problematic TerrPts and see if it's being triggered by something.
Telliamed on 29/12/2010 at 22:19
StdElevator responds to TurnOn and TurnOff by moving the object to the marker with the highest or lowest Z-coordinate. If your lift doesn't move in a straight upwards/downwards direction then you'll get something like this.
If you can't rearrange the markers, you'll have to manage something using Call messages on the terrpts.
intruder on 29/12/2010 at 23:03
@Telliamed:
That seemed to cause my problem, since my path went through the entire map (up, down, left, right etc.).
However, I found a workaround for my problem. I want the player to guide an airship and at first I wanted to use the StopHere-script on certain TerrPoints and therefore controlling the airship directly and not the TerrPoints. Now I'm letting the player place smoke-signals (with TrigRoomDeposit) that trigger a nearby TerrPoints.
intruder on 2/1/2011 at 21:18
Ok, now that the problem mentioned in my first post has been solved, a new one showed up with the elevator. The elevator is moving to the TerrPoints in the approriate order now, but he doesn't stop at the "exact" location anymore.
Monolog reports no errors and full mission processing runs fine without any issues too.
However, the elevator does either move too slow between some points or he stops about 10-15 DU beneath the actual TerrPoint, or 10-15 DU too far to the right / left. In game mode it looks like his path got shifted by an offset to a random direction.
All AI paths and pathfinding in general is still working, 2 other elevators are also working fine, but the one mentioned before has this weird "offset"-problem.
I did a search but found no similar problem reports. Could it be possible that there is a certain limit for the lenght / size of an elevator path screwing the movement, if exceeded?
R Soul on 2/1/2011 at 22:03
Have you selected 'path limit' in the link data?
intruder on 2/1/2011 at 23:25
I never used that flag before, but I'll give it a try.
EDIT #1:
Nope. Still the same, odd movement.
EDIT #2:
I had some objects PhysAttached to the elevator and two of them (standard barrels) seemed to have caused the problem. The elevator works fine after removing the two PhysAttach-links.
Niborius on 9/12/2018 at 10:22
Sorry to revive such an old thread, but I'm having the same exact issue. I have a platform that's supposed to follow a series of TerrPt's, and it will go down at the very end. However, as Telliamed stated, the elevator will go straight to the lowest point. If it was the other way around (highest to lowest) this would've been ok as I could arrange the TerrPt's like that. My platform has to move all the way in 1 go. I'm out of ideas at the moment, if anyone has an idea it would be greatly appreciated.
ZylonBane on 9/12/2018 at 16:34
You aren't using StdElevator, are you?
Niborius on 9/12/2018 at 18:19
Why even assume I'm not. Yes I am using StdElevator.