I'm trying to make a whirlpool, but I can't find any way to make the water object rotate with an object position event. I can't select it as a glue target, and its origin point seems to be way off the bottom of the map. I don't want to use physics joints, because there are about 30 different water tiles that have to be moved. I can see why it would need to be moved with joints if its physics type is set to default, due to the way the object behavior and camera effects change underwater, but I don't see why I can't just change its position it when it's set to decoration only, since then it's just a regular 2-sided plane with the water texture applied to it.
I guess physics joints aren't as taxing as I thought. Once I set all the joint strengths to 1, it completely got rid of the lag. I didn't realize joint strength would cause that big of a performance hit.
Uhh...so you still wanna know how to do it with OPE?
I'd like to know if it's possible, because it would still be better optimized than using physics. Though from everything I've tried, I don't see any way of making it work.
vertical movement
use 2 dummy objects, 1 as the starting position and one for the end position then use a trigger to activate an OPE with a curve data source between the y coordinates of the 2 dummy objects.
http://www.redlynxgame.com/forum/vie...+event#p144253
i think rotating would just be same only hook up the yaw to an increasing/decreasing curve and loop
edit: just had a go at this and it works great !
As you wish... be prepared for a very long post!![]()
Take a Area trigger and place it somewhere (obviously)
Step 1: Connect "Area trigger" to "Impulse Splitter"
Step 2: Connect "Impulse Splitter to "Impulse Delay Filter"
Step 3: Connect the "Impulse Delay Filter" to another "Impulse Splitter"
Step 4: Connect "Impulse Splitter" to a "State Event" and another "Impulse Delay Filter". (The "Impulse Delay Filter" should then go to a "State Event" which we will
refer to as "Off Impulse" from now on.)
Step 5: Spawn a "Intervall Trigger", "Two-Input Operator", "Set Value Event", "Variable Data Source", "OPE" and two "Object Info Data Source".
Step 6: Go into the properties of the "Intervall Trigger" and set the "Intervall" to 0.16. "Select Event/Filter" should be connected to the "OPE".
Step 7: Select the two "Object Info Data Source" and set one to "Position X" and the other one to "Position Z" in the "Select Object" propertie you select the Water.
They should now display a bunch of numbers (Coordinates of the current position of the water)
Step 8: Go into the properties of the "OPE" and connect the "Position X" and "Z" to the right "Object Info Data Source". Next connect the "Event Filter" of the "OPE"
to the "Set Value Event". And the "Select Event Targets" to the Water.
Step 9: Go into the properties of the "Set Value Event" and set the "Type" to Increase. Next go to "Value" and connect it to the "Two-Input Operator".
"Select Event Targets" should aim to the "Variable Data Source".
Step 10: Go into the properties of the "Two-Input Operator" and set the "Operation" to Divide. Next set the "Operand 1" to 1 and the second "Operand 2" to the a
random number. The higher the number is the slower the water will raise the lower the faster.
Step 11: Spawn another "Object Info Data Source" set it to Y and connect it to the water. Whatever the displayed number is should be the Value for the
"Variable Data Source", once you have the number you can delete the "Object Info Data Source" again.
Step 12: Go into the properties of the "OPE" once more and connect the "Position Y" to the "Variable Data Source".
Step 13: Disable the "OPE" the "Intervall Trigger" and the "Set Value Event". Now connect the "State Event" which is set to "ON" to these three.
Step 14: Now so it's easier to understand () You have the "Area Trigger" going to an "Impulse Splitter" the "Impulse Splitter" is going to a "Impulse Delay Filter"
The "Impulse Delay Filter" is going to another "Impulse Splitter". The "Impulse Splitter" is going to the "State Event" which is set to "ON" which we talked
about in Step 13 and to another "Impulse Delay Filter", the "Off Impulse".
Step 15: The "Impusle Delay Filter" which is handling the "Off Impulse" is set to...well whenever you want everything to turn off. The "Event Filter should be set to
another "State Event" which is set to "OFF".
Step 16: This "State Event" is targeting the "Intervall Trigger" the "OPE" and the "Set Value Event".
Step 17: PROFIT! (Hopefully)![]()
Well I guess that's it, if you have any problems just post something and I will look through it again![]()
Wow, I was wondering how to do this as well. I suddenly don't care anymore.![]()
Just use the force ( You get it? Such a bad joke)
LOLOriginally Posted by Stllbreathnbuty
Originally Posted by JJtheGermanand yet also
lol
Tried figuring this out the other day and got as far as rigging up a standard ope with two dummy objects linked to data sources and couldnt get it to work. So hopefully I'll be able to follow this and figure it all out! Thats for another day though!