Hi,
I'm trying to make a small platform move up smoothly while the rider is balancing on it with the front wheel. Its supposed to act like a elevator to get the rider up slowly to the next platform.
So far i was only able to make it move instantly. All i found was that object position event tutorial so ive been trying out with that and data sources (and triggers ofc).
Unfortunately i still failed and now im hoping someone could help me out with this. I'm pretty sure i missed some helpful tutorial video in which he does exactly this but i really couldn't find anything.
Thx in advance
Fazo
Don't use OPE for moving objects when you have to ride on them when they move. Usually it makes you sink trough the object so it's not recommended, while it is less affected the slower the object moves I would recommend using a physics joint for that. Mainly, the slider for an elevator.
You can check this tutorial for that
If you still have problems with this let me know and I'll make a screenshot of a setup for it
(for the problem with the OPE moving the object instantly, it's either because you didn't set the interval trigger connected to the OPE to 1 tick (so it let's it update every tick/frame) or you don't use a curve data source to change the data gradually)
Haha, so that's what went wrong with my elevator on my Hillbilly Rock track... I used OPE rather than a physics joint/slider!Originally Posted by IImayneII Go to original post![]()
This is a basic setup for it
Basically you keep physics off on the object so it doesn't move and use the trigger to turn physics on and make it move. I used a delay because you don't want to make it move instantly when you hit it, and I also set it up to only trigger with the front wheel of the bike.Depending on what you want you might add things, like a sound/visual countdown for when it starts moving so people can prepare and not fault because they wheren"t expecting the object to move already.
You also might want to turn off physics again once it has moved because sometimes the object can be glitchy if you keep physics on. Just add a delay + physics event (off) for that. Or just an area trigger + physics event (off) at the point you want the object to stop. (with the area trigger being triggered by the object, not rider/bike)