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How to do ???

Posted:
Sun Jun 21, 2009 1:47 pm
by Perlenstern
I want to create the following situation: A corridor is locked with a wall, the the wall goes down and the way in the corridor ist free.
As the wall I create a cube, set it as Actor and give it a IPO Curve.
At first the way is closed for 10sec., then it needs 10sec. to open, then it is 10sec. open, then it needs 10sec. to close............
If the wall is closed the Avatar can't go through it because it is a triangle mesh, but if the wall starts to go down the avatar can go through the wall until it ist down.
I don't want the avatar to go through the wall. I want that the avatar must wait.
Is there a way to make the wall impermeable for all the time, so that the avatar have to wait that the wall ist open ?
I have no ideas with python code or Alcscript.....never done this till now.
And I have another question. In Blender you can set a IPO Curve with LocScale....does this animation work in URU ? I try it but it never works for me. Ican see the location changing but can't see the scaling of the object.
Perlenstern
Re: How to do ???

Posted:
Mon Jun 22, 2009 12:31 am
by ametist
Perle, about IPOs - scaling is not yet supported in Uru - you can use IPOsettings LocRot and Loc.
I dont know whats causing your avatar to be able to walk through the door while its moving though - but try setting the bounding to convex instead. I have that setting for my little bugs in Botan, and I can't walk through them despite they're moving around.
I'm glad you're working on something new!

Re: How to do ???

Posted:
Mon Jun 22, 2009 10:14 pm
by Perlenstern
Thanks for your help. I try the convex hall and it doesn't have the affect that I want.
If the avatar goes to the mesh from the side he can't go through. But if the avatar is standing in front of the object (also your critter) is going through the avatar.
Is there a way to fix that...so that the avatar will be kicked away from the mesh ?
Perlenstern
Re: How to do ???

Posted:
Tue Jun 23, 2009 12:09 am
by ametist
Oh, Perle, thanks for detecting that! I didn't know that was the case for my 'critters'!

And here I walked around, happy and satisfied
Hm, maybe a parented collider? I'll test that I think...
Re: How to do ???

Posted:
Tue Jun 23, 2009 12:25 am
by Nadnerb
animated colliders will not push the avatar around if the avatar is not already moving, because they are not seen by the physics system as moving. The animation controllers are simply moving the object around without notifying the physics system or giving it a velocity. This is also why animated bridges can move out from underneath avatars and other objects without disturbing them. What cyan generally does in cases where an animated collider could move through an avatar, (such as swinging doors) is create regions which will force the avatar to smartseek to a "safe point" when the animation in question is activated. It doesn't seem like this would solve this particular issue, however, and I'm not really sure if it is possible to achieve in plasma at all.
Re: How to do ???

Posted:
Wed Jun 24, 2009 12:45 am
by Corvus
Would it be possible to solve this problem by making the cube/door a subworld?
Re: How to do ???

Posted:
Wed Jun 24, 2009 4:23 am
by electroglyph
When you use the elevator or enter the main building on Gahreesen you are just watching an animation. The avitar is controlled until the action is completed. You could create a region like a ladder where the avitar has to follow an animation you create.
How about creating a second invisible collider that waits 10 seconds then moves out of the way in zero seconds?
Re: How to do ???

Posted:
Wed Jun 24, 2009 11:21 am
by Perlenstern
@ Corvus
I never maid a subworld yet and don'tknow how to do this. Perhaps I take a look for a tutorial for that.
@elekctroglyph
I try this in the next days.
Thanks for all your helping
Perlenstern
Re: How to do ???

Posted:
Wed Jun 24, 2009 12:51 pm
by Jojon
If I understand this correctly: Remove the bounds from the wall and add a separate collider instead. Then add enablemessages to the eventslists, disabling the collider after the wall has been completely lowered and enabling it again before it begins to close.