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Red Faction : [RED] Editing : RED-movers/keyframes??? |
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dankone |
Posted 19th Jan 2005 7:00pm |
L4Y Member Post 0 / 404
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ok, i know a bit about movers and keyframes, but im having trouble getting something to work. 
basically i have a mover that needs to back-up, turn app.45*right then continue along its path moving forward until it comes to the next turn(a 70*turn to the left). then continue along until the next turn(similar to above) and so on until it returns to its point of origin.
well ive got it to back-up, turn, and continue along its path, until the next turn thats where the trouble begins. as soon as i put another keyframe in the mover, the whole thing starts to fall apart. the mover goes completely off course, and pieces of it start to seperate from itself, until finally just smashing me. 
anyone out there that has a good working knowledge of this type of mover/keyframe, or knows of a good map with an example of this type of mover, could you please gimme some help.
thanks |
mymapsfeel free to download and review |
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Bartalon |
Posted 19th Jan 2005 7:06pm |
L4Y Member Post 0 / 144
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I don't think a moving object can move and rotate one after another.
What you could try doing is setting up multiple keyframes/triggers so when the mover gets to the spot where it rotates, another trigger comes into place where it rotates the brush. (select the brush and keyframe in groups and create another keyframe)
It will be difficult to do if possible at all. |
Phoenix AZ - Penny Arcade! - Check out my maps! |
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RF Grim Reaper |
Posted 19th Jan 2005 7:19pm |  |
L4Y Member Post 0 / 902
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I think the best way to do it is like Bart says, you need a new group for each section with the rotating groups triggered with delays. I started something similar but gave up when it got way too complex. |
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dankone |
Posted 19th Jan 2005 8:00pm |
L4Y Member Post 0 / 404
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that is what i was trying, but when i added the second keyframe/turn is when the trouble began.
basically i did this: i created the main moving group(boat). plotted out the course at which it would travel. created second group(turn1-(included all objects from boat)) added keyframe(rotate in place, one way,1sec departandreturn time 55*rotation angle) set a trigger at point which it is to turn, that is auto activated by player only.
then as soon as i try to create 3rd group(turn2)(basically done the same way as turn1) the boat either completely seperates into random amounts of pieces, or kills me as soon as i get to the turn point.
very frustrating |
mymapsfeel free to download and review |
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Molodiets |
Posted 19th Jan 2005 8:15pm |
L4Y Member Post 0 / 2687
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i suppose checking" force orient" wouldn't solve your problem, would it. |
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dankone |
Posted 19th Jan 2005 8:19pm |
L4Y Member Post 0 / 404
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Quoting molodiets | i suppose checking" force orient" wouldn't solve your problem, would it.  |
i have often wondered what that does. can you/someone please explain it? (btw i think i checked it on one trial run) maybe not ill try again when i get home. |
mymapsfeel free to download and review |
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Molodiets |
Posted 19th Jan 2005 8:27pm |
L4Y Member Post 0 / 2687
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Force orient causes your mover to "head" at the direction it is moving. The head of your mover is always before the mover in the direction it's going.
It's hard to be clear. |
spoilsport |
Modified Jan 19th, 08:28pm by Molodiets |
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RED_JUSTICE |
Posted 19th Jan 2005 8:31pm |
L4Y Member Post 0 / 486
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First, I didn't think Force Orient works in multiplayer (would be delightful if someone could cite a map using it).
Second, you should look at mad_ferrit's Star Wars map. He has a mover that rotates in the effect you seem to desire. |
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dankone |
Posted 19th Jan 2005 8:34pm |
L4Y Member Post 0 / 404
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Quoting RED_JUSTICE | you should look at mad_ferrit's Star Wars map. He has a mover that rotates in the effect you seem to desire. |
thanks RJ ill look at that when i get home. |
mymapsfeel free to download and review |
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RED_JUSTICE |
Posted 19th Jan 2005 8:40pm |
L4Y Member Post 0 / 486
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Quoting dankone | Quoting RED_JUSTICE | you should look at mad_ferrit's Star Wars map. He has a mover that rotates in the effect you seem to desire. |
thanks RJ ill look at that when i get home. |
Watch out for Capek......you'll see what I mean when you open the map.
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mad_ferrit |
Posted 19th Jan 2005 8:45pm |
L4Y Member Post 0 / 1510
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I had the same problem as this and with a little help from a friend (cheers killafreak ) we eventually managed to get it going ok.
Now for some reason the delays wouldn't work on the triggers so we found another way.
You know how I hate to plug my own maps but I need to for this purpose 
Dm_mf_Death Star Hanger
We managed to get the tie-fighter to move along a straight path and near the end of it's journey it rotates 180 degrees in preperation for it to return. Towards the end of the return I wanted it to spin 180 degrees again before backing into it's original spot.
Basically the way we did this was to hide Capek in a little room, miles away so no-one can find him and let him out Now you need to add a trigger to your group that is activated by AI only. This trigger will be linked to the rotating keyframe in your vehicle. When this trigger hits Capek then you're vehicle will rotate.
It is quite a loing-winded way round things but it will work. I would suggest that you get it to move in a square with 4 x 90 degree turns as opposed to complicating things with different degrees. Remeber that your (AI only) trigger will rotate as well so the positioning of Capek on all 4 occasions is crucial!
Open up my map and take a look at the settings of the triggers and keyframes and maybe you will understand a bit better 
One last thing... Throw a non-geo region around the air boxes that contain Capek just to be on the safe side. We don't want him coming out wreaking havok now do we? 
If you want further help you got me on msn, if not, and there's plenty of people interested then I'll knock up a quick tutorial and map for it... But that, of course, depends on how lazy I am feeling |
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dankone |
Posted 20th Jan 2005 9:43pm |
L4Y Member Post 0 / 404
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well ferrit, i looked at what youve done in that deathstarhanger map, and im more confused now then i was before. LOL.
i dont understand what Capek has to do with it. i mean, i get the whole trigger activated by AI part, but what would that do that any other trigger wouldnt???
i did manage to get the thing to stop falling apart on me. if i just leave the same keyframe and add more triggers, it pretty much does what i want, but i need the angles at which it turns to be slightly different at every turn. otherwise you end up facing backwards 3/4ths of the way through the journey.
is there a way to make a trigger cause a keyframe to turn the "opposite" direction it is set to turn? |
mymapsfeel free to download and review |
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