|
|
|
1 registered members (Grant),
50,455
guests, and 46
spiders. |
|
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: Multi-Stage-Elevator
[Re: ]
#63922
02/17/06 20:20
02/17/06 20:20
|
Joined: Mar 2005
Posts: 725 USA
TeutonicDarkness
OP
User
|
OP
User
Joined: Mar 2005
Posts: 725
USA
|
Quote:
...
you have 5 stop-positions (can be varied). var gc_elestop[5] = 0, 200, 400, 600, 800;
The Property ._destination is set to the wanted destination and the moving is activated by setting the flag ._moving=on.
You want to level 3? ent_elevator._destination=3;ent_elevator._moving=on;
time: use time to have a universal gamplay (meening of time). time*speed_constant is a factor and will just vary the speed of the animation. (Warks also with A5).
mercuryus
Ok I'm unstanding "your" code a little better now...
However I still dont understand this:
Quote:
// direction (up or down?) my._direction=1-2*(my.z>gc_elestop[my._destination]); // go up if not my.z>my._destination (over the dest.point)
Were did you make a function/instruction for "direction"?
I see at the top you have:
Quote:
[define _direction, skill21;
However I can't see anywhere in your code where you tell the engine what direction Does?
Also on another note:
Quote:
ent_elevator._destination=0
Dosn't this somehow need to be reset when you reach the destination?
For example If my New Destination is 2. Wont The Script still be calling from Destination 0? I havn't seen where your resetting it...
Perhaps You should start with a Destination of 1 So you can call 0 (which would do nothing) when it reaches "Each destination".
I'm sure you have proabally figured in somehow the re-setting of destination ..
I'm just trying to understand so I can better implement things. 
*** Teutonic Darkness ***
|
|
|
|
|
|
|