Hi guys, I have a problem I hope I can get some help on.
I'm planning a track that will involve an area filling with water as part of a scripted event. I wanted to move Water objects (the ones under the Environment > Water category) with the usual combination of an Object Position Event, Curve Data Source and an Interval Trigger. It seems to work as expected on everything, except Water objects.
As soon as I hook up the Interval Trigger to the Object Position Event, then that to the Water object, the Water object just shoots up straight to the sky. Bare in mind this without even added a Curve Data Source yet!
So what's going on? I read in another thread that the Y Position of the Water Object should be grabbed from a Variable Data Source, but I couldn't get that to work either...
There must be some way of doing it? There are instances of the water moving in ways I want in some of the in-game tracks. I'd prefer achieving the effect without relying on physics, as I'd like proper control over exactly where the water object goes.
Any help would be hugely appreciated, thanks!
And hey, while you're here, maybe you'd like to check out my recently uploaded track, Let's Fly![]()
I haven't had that problem specifically, but I read in another topic someone else was having the same problem, the person didn't say how he fixed it but someone did mention the reason why the water is shooting up into the sky.
Here's the topic that has that quote.Originally Posted by RickyReb
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You have to have your 'y' being taken from a data source instead of the object y. Makes no sense, but yea haha Also be using the local position vs global
Thanks for the replies, guys. I'll give it a try and see how it goes!
Hi everybody - unfortunately I'm still having a problem with this.
While I've managed to get as far as making the water move without shooting off the top of the world, it's still not moving as expected. The Curve Data is set to Linear, yet the water moves in an Ease Out fashion. It's also reaching it's target Y Position much sooner than it should be (even for an Ease Out movement), and when it does, and the Curve Data Source is still running, the water object spazzes out a little by 'hopping' on the Y Position.
The Object Position Event has Modify Position set to Global, and it's Position X/Y/Z values are all being pulled from Variable Data Sources (which are pulling their data from Object Info Data Sources).
Any help greatly appreciated, still!!
are you using 2 dummy objects ? as this is way ive done it
it sounds like your using the water object as the starting position for the object position event which means its calculating it strangely on the fly so to speak as it moves the water
Perfect! Using two dummy objects as a start and end combined with multiple Object Info Data Sources has got it moving exactly as it should be. Thank you so much!!Originally Posted by oXCuBXo
Oh, to be able to understand this thread. One day I'll understand what the heck you're on about and then this could come in really useful. So I'm tagging it for a future lesson on "flooding" an area. lol
Ah, all I was essentially trying to do was move an object using the Position Object Event. Normally this works fine with an Object Position Event hooked up to your object of choice, and an Interval Trigger to make the object constantly update it's position every frame, and a Curved Data Source to provide a changing value for the object to update it's position to.
For some reason, this doesn't work so easily with a Water Plane object. It works fine with pretty much any other standard solid object, and it also works with Effects (this includes water effects, though these are inherently different objects to Water Planes). As soon as I started to try to apply the same logic to a Water Plane, things begin react a bit weirdly...
Have a look at Red Lynx's Editor Tutorial #29've posted it below for you). That goes into detail about Position Object Event. It might give you some cool ideas!
Heh, you'll even see that I commented in that video concerning the Water Object problem I was having![]()
Thanks man! I've been working hard on the driving line and obstacles, then on adding more scenery/details and then on learning the physics hinges. So this is on my list of things to get to, I just wanted to have a solid grounding in the basics first. Otherwise it would just be a crappy track with a few fancy effects! LOL So hopefully I've got to grips with things now and can start looking into this kind of effect and see what else is possible.![]()