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help using object position events.
ok, so ive lost count of how many times ive watched the tutorial on red lynx TV to use object position events. im slowly getting the hang of it but theres some really weird stuff going on that i cant figure out for the life of me.
basically i want to make a number of platforms that will rise/lower/rotate onto the driving line from somewhere off screen. i can do this without too much trouble while using X,Y and Z axes, but the problems come when i also want to rotate the object as well as move it along one of the axes. even when i do manage to get a platform that rotates and slides into place at roughly the same time, the duration numbers on the curved line tool are so completely out of whack with the actual movement i get (im talking setting the duration to 14 seconds for it to finish moving in less than 2). i cant just set both of them to say 3 seconds each (both rotation and straight line movement) because they finish at completely different times. then it gets even worse if i want to trigger the object movement using an area trigger>state event to turn on the interval trigger, as it totally changes the animation speed/rotation etc.
im going to keep at trying it and watching the video etc to try and figure it out, but if anyone has any ideas what might be going on please let me know.
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Senior Member
Re: help using object position events.
Use THIS: https://docs.google.com/folder/d/0B1...V7HWHLroKCVU3I
and then feel free to request other help in the thread HERE: <!-- l --><a class="postlink-local" href="http://www.redlynxgame.com/forum/viewtopic.php?f=83&t=10376">viewtopic.php?f=83&t=1 0376</a><!-- l -->
Hope that helps you out! Should make things function correctly for you.
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Re: help using object position events.
thanks for that! will take a look
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Re: help using object position events.
Hey evil, this issue you're having with the 'duration' of the animation is also the same thing I'm stuck on. I have a simple crane in the background rotating as if it's moving a stack of lumber, and I had to set the "Duration" to something like 1,300 ticks to achieve roughly 3-4 seconds of animation. Same with a few other setups I have, just wanted to back up your point and hope to find out what the heck it is I'm doing wrong lol. Good luck, I'm gonna keep messing around with it and will let you know if I find a solution.
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Re: help using object position events.
Le sigh.
just spent the last hour trying to figure this stuff out and tried animating 3 objects at once using splitters/triggers etc, and in the end the objects werent even ending up in the spots they were supposed to, even though i was using values from the object information operations....
still not sure about the thing with the ticker though....
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Senior Member
Re: help using object position events.
the problem with datascources is that they start working instantly so best to have them disabled and use a state event to let them start working when you want to
use global ope if you want to have rotation and movement because the in local x,y and z axis change direction when rotating
you'll need delay filters if you want to have an animation with different parts like move in a straight line, delay, take a corner
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Re: help using object position events.
okay so i think i found a solution to the duration of the curved data source not matching the animation you get in the actual game.
what ive started doing is instead of directly linking the start position of of an item to the curve DS using an object information thing, after i link my object to the OPE, i just press X to get the values of the X,Y,Z axes of the item, and manually put them in to the curve DS on start. the end value you can still use the object data boxes.
this has made the animations speed actually match what you put in on the curve DS. i think i also found a glitch as well while doing this i will post in glitches thread.
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Re: help using object position events.
Nice work man! Thanks alot for troubleshooting that issue for us, I'm sure you helped alot of people out on this one!