Forums | Hello Guest, Login or Register | > > L4Y Files: No longer here! < <
  Red Faction : [RED] Editing : {RED} Delayed Rotate in place [Forum Rules]  


Back to Forum Thread List

DVL_IAC   Posted 31st May 2005 12:04am
L4Y Member
Post 0 / 1417

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?
My Main Youtube Page - My Second Youtube Page - My Files - My Deviant Art    
dankone   Posted 31st May 2005 1:15am
L4Y Member
Post 0 / 404

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.
mymapsfeel free to download and review    
DVL_IAC   Posted 31st May 2005 1:21am
L4Y Member
Post 0 / 1417

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?
My Main Youtube Page - My Second Youtube Page - My Files - My Deviant Art    
Molodiets   Posted 31st May 2005 5:16am
L4Y Member
Post 0 / 2687

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.

woo it works! ty
My Main Youtube Page - My Second Youtube Page - My Files - My Deviant Art    
Trigger   Posted 31st May 2005 9:28pm
L4Y Member
Post 0 / 385

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?    Modified May 31st, 09:30pm by Trigger
mad_ferrit   Posted 1st Jun 2005 11:15pm
L4Y Member
Post 0 / 1510

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

You undertand me?
MY RF MAPS    



Trigger   Posted 2nd Jun 2005 9:07am
L4Y Member
Post 0 / 385

woops i did get it wrong.

Check these boxes in your Keyframe;
Starts Moving Backwards
Rotate in Place

Movement Type: One way.

Pause Time: 3 secs.

Returning Travel Time: 0 secs.

And set your trigger how ever you like.

There's no need for groups or extra triggers. It can all be done in the Keyframe properties.
If I ever get to where I am going, will I know when I am there?    
mad_ferrit   Posted 2nd Jun 2005 10:42am
L4Y Member
Post 0 / 1510

I like it Trigger.... That might just work
MY RF MAPS    
Molodiets   Posted 2nd Jun 2005 11:32am
L4Y Member
Post 0 / 2687

Quoting Trigger
woops i did get it wrong.

Check these boxes in your Keyframe;
Starts Moving Backwards
Rotate in Place

Movement Type: One way.

Pause Time: 3 secs.

Returning Travel Time: 0 secs.

And set your trigger how ever you like.

There's no need for groups or extra triggers. It can all be done in the Keyframe properties.


I tested that method. The result is strange!

- 1st trigger activation:->3 sec go by->the mover rotate on the right (90 degrees as i set it) and stop

- 2nd trigger activation:->the mover disapears and instantly reapears at its initial position
spoilsport    Modified Jun 2nd, 11:39am by Molodiets
Trigger   Posted 2nd Jun 2005 9:09pm
L4Y Member
Post 0 / 385

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

delayedRotatingFrame.rfl
If I ever get to where I am going, will I know when I am there?    Modified Jun 2nd, 09:10pm by Trigger
Molodiets   Posted 2nd Jun 2005 9:33pm
L4Y Member
Post 0 / 2687

No, NO, No.
You have the impresion it works because a cube which has spined 90 degrees is still a cube. but it doesn't.
http://molodiets.free.fr/upload/mover.rfl
spoilsport    Modified Jun 2nd, 09:34pm by Molodiets
Trigger   Posted 3rd Jun 2005 1:56am
L4Y Member
Post 0 / 385

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

You undertand me?

MY RF MAPS    
Molodiets   Posted 3rd Jun 2005 9:17am
L4Y Member
Post 0 / 2687

Oops.
Seems like my own method isn't as flawless as i thought.
Gives the same result as Trigger's.
Sorry DVL IAC.

try with a mover pause event or a modify rotating mover event.
spoilsport    Modified Jun 3rd, 09:39am by Molodiets



Copyright © 2000-2025 Levels-4-You
Your request was handled in 0.11 seconds.