ZylonBane on 10/12/2018 at 01:00
Because you have an entire thread already explaining exactly why StdElevator won't work, that's why.
Why not just use a metaprop to add Moving Terrain: True to the platform when you want it to start moving?
Niborius on 10/12/2018 at 09:53
That's not how I see it. StdElevator works but it responds to the lowest z-coordinate TPath. I just need a workaround to make it work in my case, which goes from the highest to the lowest. It worked just fine when all the Tpaths were on the same height.
Unna Oertdottir on 10/12/2018 at 13:12
You can do it like this: set up the elevator as usual
Elevator with StdElevator script--tpathinit--1st TerrPt--tpath link to 2nd TerrPt. This has to work correctly. Set CD link from elevator button to the 2nd TerrPt.
Now create the 3rd TerrPT.
Load NVScript and put NVRelayTrap script on the 2nd TerrPT. Design Note: NVRelayTrapOn="WaypointReached"
Set tpath link from the 2nd the the 3rd TerrPt and also a CD link (or trigger it via design note).
Do the same for the next TerrPTs.
ZylonBane on 10/12/2018 at 18:08
To somewhat repeat myself, why use StdElevator at all? Moving terrain that follows a chain of path nodes is native engine functionality. All StdElevator does is layer on extra functionality specifically for implementing elevators. If you just want something to follow a path once, StdElevator isn't necessary.
Niborius on 10/12/2018 at 21:43
Because I have no knowledge at all how to achieve that without StdElevator :P
It has to follow multiple points however with different speeds. Is that still possible?
I'm not so amazing with scripting in this engine yet.