Another 'Object Position Event' question.
Having more trouble with my elevator setup :/
I decided to get rid of the slider hinges to operate the elevator, and replaced them with an object position event and related data sources needed to operate it. I basically copied Cannibal Shogun's YouTube tutorials on the setup and included a picture to help explain.
The elevator is looping up to down at such a high speed and I don't know how to adjust it properly.
Once I figure out how to attach an image I'll post it.
Re: Another 'Object Position Event' question.
Assuming you're using a Curved Data Source to control the Y Position of your elevator, to slow it down you just need to increase the duration of the Curved Data Source.
Your elevator will still travel the same distance, just in a longer amount of time.
Re: Another 'Object Position Event' question.
Thank you for the reply! I'm having trouble posting an image of my setup, but you're right, I'm using a curved data source for the 'x', 'y', and 'z' axis. Should I just be using the 'y' axis tied to the curved data source?
Re: Another 'Object Position Event' question.
*Update*
I just implemented what you said to do and now it's working almost perfect. I have the object position event tied to an interval trigger that sends impulses every tick (.016). But the elevator is whipping down waaaay too fast. The duration is even set to 20seconds or 1000 something ticks.
I'm starting to get annoying I know, I'm not just hopping on forums looking for an easy way out. I've been tweaking my data sources for a few hours here and there and am starting to just repeat things I've already tried lol.
Any help would be awesome! Thanks Trials Heads!!
Re: Another 'Object Position Event' question.
the problem probably is that the datascources controlling the x,y,z of the ope is changing to fast
if you can make the change of the datascource slower you could make it move slower the elevator slower
let it impulse come fast but the change small
Re: Another 'Object Position Event' question.
It's cool ZigZach, post as much as you need to til we get your problem solved http://forum.redlynx.com/forum/image...icon/smile.gif
I made an elevator on a track I'm working on just recently. It slowly travels down, then after the player hops on, it travels up, but for now I'll just cover how to make the elevator move up or down for you. Here's how I did it (you might find this setup similar to yours, but at least we'd be on the same page).
Interval Trigger - set to send an impulse every Tick.
Curved Data Source - Start = 0; End = how far you want the elevator to travel (in metres: plus is up, negative is down. This will take guess work and you probably won't get it on your first figure). Set the Duration to how long you want the elevator to take to go from it's Start position to the End position.
Object Position Event - link the Y Position to the Curved Data Source.
Now link the Interval Trigger to the Object Position Event, and link the Object Position Event to your elevator.
Test Track!
Your elevator should move. It probably won't be moving exactly as you want - it'll take a little guess work to get the exact figures you want.
If it's going too fast or too slow, increase or decrease the Duration of the Curved Data Source. More Duration will make the elevator move slower. Less Duration will make it move faster.
If the elevator is travelling too far, or not far enough, decrease or increase the End of the Curved Data Source. Remember, a positive number will make the elevator travel up. A negative number will make it travel down.
That's pretty much all there is to it. Mind, this'll just make the elevator move immediately. To make the elevator move via, say, an Area Trigger, add a State Event set to On, and link it to the Interval Trigger and the Curved Data Source. Next, untick the Enabled option for both the Interval Trigger and the Curved Data Source.
Now when the player hits the trigger, the elevator should do it's thing.
More stuff...
Since the Object Position Event reads the Curved Data Source in metres, you might find you're unable to get the elevator to exactly where you want. For example, you're finding that moving the elevator 8 metres is too much, and 7 is too little. For more accuracy, you can use a Variable Data Source, which you can set to a value with 3 decimal places. Then, in the Curved Data Source, link the End value to the Variable Data Source.
Even more stuff...
Setup two Dummy Objects and place on where the elevator starts and the other at the height you want the elevator to travel to. Next, use a Distance Operator http://forum.redlynx.com/forum/image...con_asleep.gif think that's what it's called) to measure the distance between the Elevator and the Dummy Object. Next, in the Curved Data Source, link the End value to the Distance Operator. Now all you need to worry about is the Duration of the Curved Data Source and to change the distance the elevator travels, just move the Dummy Objects.
PHEW! That was quite a lot to write and probably too much junk to throw at you, but I hope this helps! Let us know how you get on!
Re: Another 'Object Position Event' question.
SeriousStu, you.. are a Godsend! Thank you so much for your awesome help! I immediately saved your post to "Pocket" so I can refer back to it from now on.
I set up the data sources, OPE, and object position info/distance operater just like you said and I'm so close to having that certain segment of the track all wrapped up. I'm testing out the "Quadratic Ease In/Out" variation for my data source, so far so good. Still have some minor problems but am hoping to smooth it out with some good ol' trial and error.
Again, thank all of you guys who posted to help me, Trials Evolution is an insanely amazing game, and imo, half of what makes it so great is the community of players, and this forum for all of us to help each other.
Wow, what's happening to me!? Trials is making me emotional haha
Re: Another 'Object Position Event' question.
No prob, buddy! Sounds like we were able to give you the result you were after, so that's cool.
The OPE is definitely something worth learning. It's incredibly powerful and adds loads of dynamism to your tracks. Pretty much any time you saw something moving in the official game tracks, it would have been via OPEs!
I'll keep an eye out should you post when you've completed your track! Might I be a bit cheeky and take this opportunity to direct you towards my new track that I just finished? I went a bit heavy with OPEs in some places, but that might give you some cool ideas http://forum.redlynx.com/forum/image...icon/smile.gif
Gamertag: SeriousStu UK
Track name: Wet Conditions
Enjoy!
Re: Another 'Object Position Event' question.
hi,
this may be an alternative for you to try.
Curved_Data_Source_lift(Enable=Hit Box Choice,Start=0,Finish=hight of lift,runtime=time up+down,reset when enable=disable*,loop=enable,invert second half=enable,reset when checkpoint**=enable)
Interval_Trigger(set to min) -> Object_Position_Event(Position.Local=enable,Y=Curv ed_Data_Source_lift,object_target=lift)
Set up hit boxes On_Hit -> State_Event(enable/disable) -> Curved_Data_Source_lift.
*if this is enabled, every time the hit box triggers a state_event(enable)->Curved_Data_Source_lift it will start at 0.
**if you hit a checkpoint after the lift or bail/crash it will reset the lift to start when you reset, this is essential if you crash on the lift.
edit , just realised that SeriousStu method is the same doh.