1. #1

    Rotating Object

    Hello everyone, I am having trouble figuring this out. I have a UFO and I want it to spin and move at the same time. How can I do that. I got it to spin but when it moves, it stops spinning. Also, how can I make it so when it gets hit by another moving object, it crashes. One more thing, I had the UFO spinning when me and my friend were testing the map and he couldn't see it. Why is that? Thank you for the help. =)
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  2. #2
    Jarr3tt88's Avatar Senior Member
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    Re: Rotating Object

    Use the OPE (Object position event)

    Move the ufo using 'x' or 'z' postion (use data source and set event, increase or decrease)
    Spin the UFO using the pitch yaw or bank, (use data source and set event, increase or decrease OR a curved datasource linear, start 0, end 359 duration based on how fast you want it to spin)

    Use hit trigger on the UFO source 1 UFO, source 2, everything checked and also add special instances, boexs pipes, etc. do on hit, to the event you want to happen when the UFo hits something
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  3. #3
    dasraizer's Avatar Senior Member
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    Re: Rotating Object

    by far the easiest way to do this is having both the rotation and movement in one OPE, with this you will have to set the movement to global (this matches the mini map coordinates x up/down, z left/right , y out of the screen ) so when it rotates it doesn't change the center of rotation based on the local movements.

    if you are using a curved data source make sure it activates when required, normally with an area trigger and state event, as the CDS will start immediately when the 3-2-1 countdown ends.

    there is a redlynx video that shows how to move an object with global movement using to objects as reference points.

    heres the thread

    heres the video

    the video shows how to do it without the DLC, if you have the DLC you can replace the object position info and curved data source with two vector info and one vector curved.
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  4. #4
    NasT65's Avatar Senior Member
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    Re: Rotating Object

    Just some added FYI stuff. To get the UFO to spin and move linear, set the linear ope to global, set the spin to local, this will allow both to work at once.
    For hit triggers to work as jarret described, they will work like that...but only inside the riders physics bubble. good luck
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  5. #5

    Re: Rotating Object

    Thank you everyone. Now how can I activate the rotation with my character? I used a trigger and it won't spin.
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  6. #6
    Jarr3tt88's Avatar Senior Member
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    Re: Rotating Object

    Originally Posted by tritonX13
    Thank you everyone. Now how can I activate the rotation with my character? I used a trigger and it won't spin.
    Use the trigger to a state event, state event turns on the interval trigger (or curved data soruce)
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  7. #7

    Re: Rotating Object

    Thank You =)
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  8. #8
    Jarr3tt88's Avatar Senior Member
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    Re: Rotating Object

    Originally Posted by tritonX13
    Thank You =)
    Welcome! If I was at home I coulda made a video sorry! If you have more questions just ask
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  9. #9

    Re: Rotating Object

    I have one more question, is it possible for my meteorite to take out my UFO? Sorry for so many questions, I got the game a couple days ago and I love making maps. I just want to make them more in depth now.
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  10. #10

    Re: Rotating Object

    Originally Posted by tritonX13
    I have one more question, is it possible for my meteorite to take out my UFO? Sorry for so many questions, I got the game a couple days ago and I love making maps. I just want to make them more in depth now.
    Yes it is. You just need to time both animations so they end at the same point at the same time and result in a large explosion.

    At the point where the UFO and the meteorite connect, you'll need a visibility event to hide both objects, and an effect event to turn on an explosion which you'll find under the effects heading.

    And don't apologise for so many questions, that's what this place is for
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