is there any way to delay a rotate in place keyframe? i tried putting in a pause time but that doesnt work with a "one way" rotate in place which is what im using... i tried using a delay event and having that triggered then having the event trigger the keyframe.. this works fine in sp but doesnt work in mp... so is there any other way to delay a rotate in place keyframe... like its triggered then a few sec later it actually rotates?
instead of using oneway, try loop once. or change the triggers activation time if neither of those work...try making the keyframe lift instead of oneway or looponce.
hmm I dont want the keyframe to loop once i just want it to rotate one way and not rotate back.. and changing the triggers activation time does that make the trigger take that long to activate ? and where is it? and if i made it lift what would i change to make it delay before rotating?
It's probable that one way and loop once should have the same effect with a rotating keyframe. Must be checked thou.
Quoting DVL_IAC
i tried using a delay event and having that triggered then having the event trigger the keyframe.. this works fine in sp but doesnt work in mp...
I suppose you know that events cannot be triggered by triggers in MP.
If not, read the following...
You need to ceate a mover ( made of a delay event and 2 keyframes) then your trigger is linked to your new mover (preferably ping pong once). In the properties of the first keyframe change the departing travel time for (the delay you want). In the properties of the second keyframe of your new mover, in the field "trigger event with" write the UID of your delay event then link the delay event (with a setting of 0 sec delay) to your old rotating mover's keyframe.
Good luck, Jim.
spoilsport
DVL_IAC
Posted 31st May 2005 9:13pm
L4Y Member Post 0 / 1417
Quoting molodiets
You need to ceate a mover ( made of a delay event and 2 keyframes) then your trigger is linked to your new mover (preferably ping pong once). In the properties of the first keyframe change the departing travel time for (the delay you want). In the properties of the second keyframe of your new mover, in the field "trigger event with" write the UID of your delay event then link the delay event (with a setting of 0 sec delay) to your old rotating mover's keyframe.
Why not just put 0 secs in the Returning Travel Time on the rotating frame? Have the trigger set to Resets Infinite and use the Resets Time to control when the keyframe spins.
Maybe i got this all wrong, it is early.
If I ever get to where I am going, will I know when I am there?
If you want something to start rotating say 5 seconds after you have triggered it then try this......
Have the trigger linked to a seperate group that is basically a trigger that you are going to bring in to activate the rotator... Make the trigger fill the area that any player could be, so you could make this trigger bigger than the level... When you activate your trigger it moves the larger trigger into play after your 5 seconds and that trigger then activates the rotator
God Damn you Molo I thought you had me there. I didn't try it with a value less than 360 degrees on the turn. But when i tried 90 degrees it worked fine ..... so
lol. I'm gonna stop replying before 6 in the morning.
If I ever get to where I am going, will I know when I am there?
mad_ferrit
Posted 3rd Jun 2005 8:13am
L4Y Member Post 0 / 1510
Looks like you're gonna have to go with the ferrit on this one then
Quoting mad_ferrit
If you want something to start rotating say 5 seconds after you have triggered it then try this......
Have the trigger linked to a seperate group that is basically a trigger that you are going to bring in to activate the rotator... Make the trigger fill the area that any player could be, so you could make this trigger bigger than the level... When you activate your trigger it moves the larger trigger into play after your 5 seconds and that trigger then activates the rotator