Guys I don't think we can create a mover with keyframes on the last keyframe of a mover
that already has a set of keyframes. Because the game dosen't know if it should start the
mover at the 1st keyframe of the 1st mover, or start the mover at the 1st keyframe of the
second mover. So this confuses the game. But I think only a single keyframe is allowed
(like having to spin the mover as the mover moves.)
There's nothing documented on Mover within movers in the red help
Red limits breached?, Yep, (20,000 fces and its still going !)
If you do it the other way and make the trains keyframe before the door and try to add the door keyframes to the trains mover, it causes a little bug and you will see the doors move else where and move faster than the train.
Hmm don't we have to put the rotating movers on separate triggers with delay events to bypass that rotation mover group bug? Like if we have a map with 3 or more bends in the railway?
Red limits breached?, Yep, (20,000 fces and its still going !)
Spikey2005
Posted 17th Jul 2008 4:42pm
L4Y Member Post 1134 / 2126
Ive achieved rotating movers on moving movers. Here is a video to demostrate.
Ok, then why don't we just put in the green arrow keyframe anyway and then set it to an infinite
loop and then just stick a bunch of Modify_Mover and Reverse_Mover events to it?
Red limits breached?, Yep, (20,000 fces and its still going !)