Elevator Question
Posted: Thu May 19, 2022 9:48 am
3 questions (I use Blender For Korman 0.13):
1) I have a simple elevator (Elevator1) but without cabin; it's just a platform which can go up/down.
Going down, I'm in the elevator cage, which walls needs a collider.
I tried different ways but I don't manage to get the walls collider working... It's the only problem left for this elevator.
Please, can somebody help me, please?
2) I have another elevator (Elevator2), but with 7 levels; no walls collider problem here because there's a kind of cabin which uses the same collider as the elevator floor.
In the elevator, there must be a control panel to click on (not yet built) to get a full view of it (like in Er'cana, but without avatar animation); in this full view, I should be able to go from the current level to any of the 6 other levels, clicking on 1 of the corresponding butons (I already added the needed, I think, 20 items to the collection of the Animation Plasma Modifier).
The level at which is the elevator, have to be saved in the Age's SDL.
2a) How to do the Node Tree(s) for the elevator's control panel and animations?
2b) What to add in the SDL?
Please?
Edit: Oops, I forgot something...
3) At each level, there must be a control panel (in the level, not in the Elevator2) to click on (not yet built) to get a full view of it (like for the Elevator2); in this full view, I should be able to call the Elevator2 from any level to the current level (if I'm allowed, by a SDL variable, to be at the current level).
Please, how to do that, please?
Edit 2:
1) I have a simple elevator (Elevator1) but without cabin; it's just a platform which can go up/down.
Going down, I'm in the elevator cage, which walls needs a collider.
I tried different ways but I don't manage to get the walls collider working... It's the only problem left for this elevator.
Please, can somebody help me, please?
2) I have another elevator (Elevator2), but with 7 levels; no walls collider problem here because there's a kind of cabin which uses the same collider as the elevator floor.
In the elevator, there must be a control panel to click on (not yet built) to get a full view of it (like in Er'cana, but without avatar animation); in this full view, I should be able to go from the current level to any of the 6 other levels, clicking on 1 of the corresponding butons (I already added the needed, I think, 20 items to the collection of the Animation Plasma Modifier).
The level at which is the elevator, have to be saved in the Age's SDL.
2a) How to do the Node Tree(s) for the elevator's control panel and animations?
2b) What to add in the SDL?
- Code: Select all
VAR BOOL Elevator2CurrentFloor[7] DEFAULT=1 #The Elevator is at the very bottom level by default.
Please?
Edit: Oops, I forgot something...
3) At each level, there must be a control panel (in the level, not in the Elevator2) to click on (not yet built) to get a full view of it (like for the Elevator2); in this full view, I should be able to call the Elevator2 from any level to the current level (if I'm allowed, by a SDL variable, to be at the current level).
Please, how to do that, please?
Edit 2:
Doobes (Official Cyan Chat - writers-pub) wrote:if you want to do an SDL variable with multiple states, you'll need a VAR BYTE Elevator2CurrentFloor[1] DEFAULT=0 variable for that. Bool is just two states, but an integer can be many states, which it sounds like you want for this elevator. Each state of the integer will be a different floor, as in state 0 will be ground floor, state 1 will be first floor, state 2 will be second floor, etc.
Note that I am not sure which existing Cyan script to use to facilitate these SDL states, but presumably, it'd be one of the xAgeSDLInt... scripts.
Hopefully, that'll point you in the right direction. Only experience I've had with VAR BYTE so far is the Pub decorations.
FWIW, it works nicely though! Hehehe.
Presumably if the script mentions responders, that'd be the one you'd want to try.