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lifts #288316
09/05/09 10:27
09/05/09 10:27
Joined: Jan 2005
Posts: 282
devon UK
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DAVIDMORETON Offline OP
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DAVIDMORETON  Offline OP
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devon UK
Hi Folks,
I am having a problem making a lift which will not only go in X,Y and Z (as in standard lift01) but also rotate on its axsis. I have made the platform and the script to make it go up etc. and turn, but the player falls through it! Have given the platform a push value of 50, but it still will not carry the player. have checked the forum, but no data on this. Can it be done? It would seem a bit of code needs to be added to the platform - have tried all sorts, but no luck.

Can anyone help please?

Re: lifts [Re: DAVIDMORETON] #288357
09/05/09 14:41
09/05/09 14:41
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
Blink Offline

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Blink  Offline

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Connecticut, USA
did you use the polygon flag in properties to make it solid and use its own form?


My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
Re: lifts [Re: Blink] #288386
09/05/09 17:05
09/05/09 17:05
Joined: Jan 2005
Posts: 282
devon UK
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DAVIDMORETON Offline OP
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Hi Blink,
Thanks for your reply to my problem. Yes, I have applied the polygon flag to the lift platform, and the player still drops through. He is getting quite bruised by now,. and is looking foward to resolving the situation!!

Any other ideas? This is holding up the game construction, been at it for days now.

thanks again, David

Re: lifts [Re: DAVIDMORETON] #288392
09/05/09 17:26
09/05/09 17:26
Joined: Jul 2007
Posts: 959
nl
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flits Offline
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flits  Offline
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maby you can do this

check if the player is on the platform
ifzo
move (and rotate) the player the same as teh platform
no he wont be able to fall trough

the only problem of this is to check if the player is on the platform ore not


"empty"
Re: lifts [Re: flits] #288395
09/05/09 18:38
09/05/09 18:38
Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Cowabanga Offline
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take me down to the paradise c...
@All: Sorry for the off-topic, but:
lifts, flits are in the same way grin

Re: lifts [Re: flits] #288396
09/05/09 18:44
09/05/09 18:44
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
Blink Offline

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Blink  Offline

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if i were you, i would build a test level and reconstruct what you are trying to do, just the lift and the player. now, here's another issue. if you are using the template lift code, but using your own player code and not plBiped01_entity, then it wont work. if you are using your own player code i suggest using the lift code in the AUM 13, you might hasve to modify it, its an older code. if you are using the template player, you will be fine.


My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
Re: lifts [Re: Cowabanga] #288446
09/06/09 11:31
09/06/09 11:31
Joined: Jan 2005
Posts: 282
devon UK
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DAVIDMORETON Offline OP
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devon UK
Thanks Blink,
Got your last message - understood.
I am using the standard c-script player (and action). It works fine using the standard lift(and action), but I can't rotate the lift at the end of its journey, that is why I have made my own lift(model) which will(with my script)go up and rotate, the trouble is it won't carry the player. There must be a bit of code somewhere I can add to my lift script to enable this.
I have been through the standard lift script to see if I can 'lift' some code from it, but no luck so far.
Appoligies for keeping on like this, but there must be a method of doing it.

Perhaps there is a way of rotating the standard lift? I can't seem to do it!!

Hopefully, David.

Last edited by DAVIDMORETON; 09/06/09 11:33. Reason: addition
Re: lifts [Re: DAVIDMORETON] #292486
10/04/09 04:10
10/04/09 04:10
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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...make sure your players trace() function for gravity detects entities; make sure your lift is solid and has polygon set for detection.

The tricky part is getting your player to move slowly and rotate with the lift. After each "gravity trace" the player does, check if their is a lift entity under it, if so, then you'll have to calculate the lifts difference in position and rotation from the last frame and add it to the entities position. Tip: vec_rotate();


xXxGuitar511
- Programmer
Re: lifts [Re: xXxGuitar511] #296088
10/29/09 16:18
10/29/09 16:18
Joined: Jan 2005
Posts: 282
devon UK
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DAVIDMORETON Offline OP
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devon UK
Thanks xXxguitar511 for your help. Where would we be without the forum?!


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