I made an object move from point a to point b (global) using the method in the object position event tutorial (using 3 linear, curved data sources to control movement between points and an interval trigger). Everything works fine except, NO MATTER WHAT I set the value of the durations on each to, the object just zooms along at mach 5. I want the move to take about 4 seconds (240 ticks) but it takes like 0.04 seconds instead. I tried setting the duration differently, this time to 1 minute, 3600 ticks. It moves the whole way and stops in about 2 seconds flat. EVERYTHING IN MY SETUP IS IDENTICAL TO THE VIDEO EXCEPT MY OBJECT IS NOT A STEEL BALL. What am I doing wrong?
It's probably because you have it on global instead of local.
If you're on global and you set the initial coordinates to be 0,0,0 then the object will instantly teleport to wherever that corresponds to on the "global grid."
I would check to make sure the impulses going to your move object event are set to send every tick. It is normally set to every second, so results would be very choppy looking. Basically 1 frame per second.
I'm having the same problem.
The object isn't instantly transporting to a spot and then starting. It starts and stops in the right places, it's the duration the object is taking in between those spots. I want it to take 10 seconds to move from start to stop, but the object moves from start to stop in 2 seconds. It doesn't matter what I set the duration timer to on the curved data source, it doesn't slow the pace of the object down.Originally Posted by buttcheekofdeth
I checked that, it's not the problem unfortunately.Originally Posted by Telixion
Maybe you have the Object Position Event attached to the Game Variable Data Source instead of the 2 Input Operator.. I did that the other day. Caused a major headache![]()
I don't know why, but I rebooted my console and tried again and it worked fine. Had some trouble setting up a trigger for the whole thing, but I worked it out.
NEW PROBLEM!
How do I get this moving object to activate area triggers to make an effect event turn fire on as it goes by?
You could just use an impulse delay filter to activate the fire.Originally Posted by psycho42069
Use the same impulse that activates the moving platform, but delay it by X seconds so that it activates the fire at the right time.
Good idea, sounds tedious though as i want them to activate in sequence rather quickly as the object goes by. Ill give it a shot though. Thanks.Originally Posted by buttcheekofdeth
Area trigger has settings for selecting specific objects. Area Trigger - Trigger By - Select Object InstancesOriginally Posted by psycho42069
Select your object as the instance and then link area trigger to Effect Event
Uncheck Bike and Rider just in case
I'm actually going through the same problem as well. I've watched Shogun's YouTube tutorials probably 5,000 times now and re-constructed his demo of the Steel Ball animation using Object Position Event. Everything is mirrored to exactly what he did and the other suggestions mentioned previously about what may help don't seem to..
No matter what I set the "Duration" to it always reaches the "End" in roughly 2sec(+ -). I've now placed a "Set Value Event" to 1,000 and linked it to the three Data Sources for x, y, & z axis - animation now lasts for about 4sec(+ -). Ahhhhhh!!
I'm learning alot about OPE's and certain data sources through trial and error with this test I have going, but now I'm just spinning my wheels. No pun intended :s
Thanks for any feedback!!