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Lift / Elevator Problem with 6.50 (Wed 6.751) #118355
03/20/07 00:31
03/20/07 00:31
Joined: Aug 2003
Posts: 180
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NeutronBlue Offline OP
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NeutronBlue  Offline OP
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OK, the error *has* to be my fault - but I'll be danged if I know what it is.
(New project, using newer A6 templates)

Preface: Lift is an imported Map Entity with the Basic Lift action assigned.
(Created in Wed and compiled)

When running the level using the templates:
1) The Player walks over to the lift.
2) The Basic Lift action is triggered (lift plays sound and starts moving).

Here's the problem (or problems):
1) The lift rises only a few quants before dropping the player through the bottom of the lift (onto the floor) while the lift rises to its end position.
-or-
2) The Elevator and player somehow experience a 10.5 earthquake and shake up and down continuously.

I've tried various Entities, different Lift actions, and different settings in the lift action's properties window.
Nothing seems to resolve this issue.

It should be really simple to add something as plain as standard lift.
(What am I screwing up?!)

Here's the Project Mgr info:

    Project Manager: 1.7
    Template: Template 6
    Type: WDL Script
    Date: 061011
    Vers: 6.7
    Req: 6.50.0

    Main Script: C:\A6\Project1\ModelTest1.wdl

    gid01.wdl (5.0) (061011)
    display00.wdl (5.0) (061011)
    plSelect.wdl (5.0) (061011)
    cameraTarget.wdl (5.0) (061011)
    miscInput01.wdl (5.0) (061011)
    *plBipedInput01.wdl (5.0) (061011)
    bipedPhy01.wdl (5.0) (061011)
    bipedAnim01.wdl (5.0) (061011)
    bipedSnd01.wdl (5.0) (061011)
    plBiped01.wdl (5.0) (061011)
    cameraSelect.wdl (5.0) (061011)
    camera1stPerson01.wdl (5.0) (061011)
    trigger00.wdl (5.0) (061011)
    lift01.wdl (5.0) (061011)
    forcefield01.wdl (5.0) (061011)
    material.wdl (5.0) (061011)
    default.fx (USER)
    mtlFX.wdl (1.4) (060902)


Any Help is Appreciated.

-Neut.

Re: Lift / Elevator Problem with 6.50 (Wed 6.751) [Re: NeutronBlue] #118356
03/20/07 20:10
03/20/07 20:10
Joined: Jul 2000
Posts: 8,973
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Doug Offline
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Doug  Offline
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What are the settings for the lift and player?

My first guesses are that the player's push is higher than the lift, or the lift is trying to push the player into a solid object (but these are just guesses).


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Re: Lift / Elevator Problem with 6.50 (Wed 6.751) [Re: Doug] #118357
03/21/07 19:47
03/21/07 19:47
Joined: Aug 2003
Posts: 180
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NeutronBlue Offline OP
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NeutronBlue  Offline OP
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Doug,

I've even set the lift's push value to +100 (should move anything in it's way), to no effect (well, it doesn't solve my problem).

Don't know what the Player's push value is - whatever WED sets it to, I guess.
I can't find help/docs on the tempate settings.
(Skill Values, that don't tell me what they do - just "Skill 10", etc...)

I've posted the level (Publish -> zipped directory contents) to tell me what I've messed up...
ModelTest.zip

The zip file is just under 3MB.

When running the level, just move the player forward onto the platform, and you'll see what I mean (the lift also jerks a little when it moves).

Thanks for any help.

-Neut.

Re: Lift / Elevator Problem with 6.50 (Wed 6.751) [Re: NeutronBlue] #118358
03/21/07 23:36
03/21/07 23:36
Joined: Jul 2000
Posts: 8,973
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Doug Offline
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Doug  Offline
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I can't tell anything without the WMP file.

The movement isn't right to begin with, are you only using template_6 scripts?


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Re: Lift / Elevator Problem with 6.50 (Wed 6.751) [Re: Doug] #118359
03/22/07 03:43
03/22/07 03:43
Joined: Aug 2003
Posts: 180
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NeutronBlue Offline OP
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NeutronBlue  Offline OP
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Oops
Here's the Map File: ModelTest.wmp

As far as the moverment goes, I've customized the plBipedInput template, as I detest using "WASD" - try using the 4 cursor keys (not on the NumPad... A = Jump, Z = Duck).

Thanks for any help,

-Neut.

Re: Lift / Elevator Problem with 6.50 (Wed 6.751) [Re: NeutronBlue] #118360
03/23/07 01:57
03/23/07 01:57
Joined: Jul 2000
Posts: 8,973
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Doug Offline
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Doug  Offline
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Posts: 8,973
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Mostly it is because of the size of your model. It's HUGE!

Given the size of the entity's bounding "egg", it is really easy for him to side off of the lift as it goes up. Even if he didn't side off, his head would hit the ledge above and push him through the lift.

Solution, set the lift to activate on a trigger. Put a trigger near the center of the lift with the same id and a small trigger range (I used 2).


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Re: Lift / Elevator Problem with 6.50 (Wed 6.751) [Re: Doug] #118361
03/23/07 03:20
03/23/07 03:20
Joined: Aug 2003
Posts: 180
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NeutronBlue Offline OP
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NeutronBlue  Offline OP
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Posts: 180
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Hmmm... I don't remember resizing it.
I copied it from another project, maybe that's the problem.

Thanks for your help.

(I new it was *me*, not 3DGS)

Thanks again.

-Neut

Re: Lift / Elevator Problem with 6.50 (Wed 6.751) [Re: NeutronBlue] #118362
03/23/07 19:25
03/23/07 19:25
Joined: Jul 2000
Posts: 8,973
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Doug Offline
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Doug  Offline
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Posts: 8,973
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It's not just you, I really should of added a pause before the lift starts moving (even a normal size model will slide off of a lift if it moves fast enough).

But, yes, you really want to reduce the size of you models. For most games, over 80-quants for an average size player is overkill.


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