Elevator Problems

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Elevator Problems

Postby Valdez » Mon Jul 14, 2008 7:24 pm

Ok people, I am EXTREAMLY confused and lost with the Writers tutorials on Objects that trigger animations. My animations happen to be part of an elevator subworld. The elevator works fine to an extent, I have sinking-into-the-ground-after-I-get-off problems. Now I am extreamly confused with this and I would LOVE any help provided to me. For starters I want to know the different parts of a 'animcmdmsg' code that way I know EXACTLY what goes into that certain place and I want to know also: Can the same object trigger more than one animation? If you would like my Packed Blend file I would be happy to give it to you through PM. I am truely clueless on this subject, sorry :oops: . I am such a n00b :oops: :oops: :oops: . I don't know what other information I need to give you, but that is what I have :oops: . I really don't care what happens, I just want this to work. *facedesks*
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Re: Elevator Problems

Postby GPNMilano » Mon Jul 14, 2008 8:24 pm

If you're speaking of avatar animations, with an object that controls said animation, then the reason you're getting your "sink into the floor" problem is probably to do with the z height of the oneshotmod's POS. In this case adjusting the Z height should correct the problem. If adjusting this doesn't seem to help, then I'd have to see your Blendfile to get a clue on what exactly you're trying to do. As far as controlling multiple animations with the same object it all depends on what animation you are trying to control. If you are trying to control multiple avatar animations than, I don't think it is. As far as I know multiple avatar animations are a special class in plasma called multistagebehmod. This currently isn't available in PyPRP. However it may be able to be controlled with special alcscripting, but again I'm not sure if thats the case.

If you're trying to control multiple object animations within the same object, than yes that is possible and the animation page on the wiki gives some info on how to do this.
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Re: Elevator Problems

Postby Valdez » Mon Jul 14, 2008 8:45 pm

No, I am not speaking of avatar animations. I mean object animations: like the animation of an elevator moving up or down. I am not using any OneShotMods in my age.
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Re: Elevator Problems

Postby GPNMilano » Mon Jul 14, 2008 8:58 pm

In that case I'd probably need to see your blend file to get an idea of what you're trying to do. Is your avatar sinking into the elevator platform itself, or into the floor once the elevator stops on that floor?
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Re: Elevator Problems

Postby Valdez » Mon Jul 14, 2008 9:19 pm

What happens is if you just walk or run off the elevator when it stops you sink into the floor. If you jump off the elevator you don't sink. I will PM you my .blend file. ;) And thanks for helping me :D . I appriciate people who take their time to help me. :)
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Re: Elevator Problems

Postby D'Lanor » Tue Jul 15, 2008 1:12 am

I have not used subworlds or animations myself but from reading the subworld tutorial I guess your exit region should be closer to the elevator exit.
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Re: Elevator Problems

Postby Grogyan » Tue Jul 15, 2008 2:17 am

I havn't yet either, saving that for my ride script in Blender :twisted:

In any case, going from memory on Unreal Tournament, your "Lift Exit" should be short other wise the NPC doesn't know how to exit, same methodology here, when you exit a subworld, it needs something to re establish your location to the rest of the world otherwise you fall through floor syndrome.

Providing no errors on export I recommend having the exit regions immediate adjacent
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Re: Elevator Problems

Postby Lontahv » Tue Jul 15, 2008 3:14 am

Ok, are you falling all the way into the floor or just sinking in a bit. Let me assume you have the latter problem:

You have to be really careful to get your exit region RIGHT on the place where the subworld-collider and non-subworld colliders meet.

This is a really common problem (even happens with Cyan stuff). Try making a invisible collider (not included in the subworld) that bridges the crack between the worlds. ;)

Also, you may want to try Nad's way of doing the subworld regions (having a region that triggers on exit).

Mostly, subworlds are pretty stable. For some real fun try scaling the subworld empty and go into Uru (warning: shrinking may occur). HEHEHEEEE

If this stuff doesn't help send me the blend and I'll have a look at it. :)

Also try parenting the subworld to the elevator model and animating just the subworld (not sure if you did this--it really helps). :)
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Re: Elevator Problems

Postby Valdez » Tue Jul 15, 2008 8:00 am

Ok, now that the exit region is shorter than my avatar and I fitted the regions on the elevator a little more exact I don't sink in as much (I can now jump out instead of using flymode). One problem I can never fix with this thing is my constant going RIGHT through the shaft for my elevator. I made sure it had AlcScript but yet I still go through it. When I am not in the subworld the shaft is solid though. What could be the problem? And also there is a duplicate shaft in the exact spot of the regular shaft becasue I thought that would fix my bounds problem... NOPE. But I also realized when I didn't have a double was that when something becomes a colider in a subworld, in the 'real' world you pass right through it. This is one of the reasons I made the double shaft: that part worked but the other shaft I can go though in the subworld. I even tried switching which shaft is used by the subworld and which one isn't: still nothing. I put BOTH of the shafts in the subworld. Still nothing. Yes my two regions have bounds and YES so do both shafts. As a word of caution my Entrance region does not go through any part of the elevator shaft if that helps. My exit region does though. And my Empty for the subworld is the one that is animated. The elevator is parented with it and all the regions are parented with that. If you would like the .blend file, Lontahv, I can PM it to you.
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Re: Elevator Problems

Postby Lontahv » Tue Jul 15, 2008 8:53 pm

Yeah, the blend would be nice (I'm interested to see what you've done with the regions--I've only seen my own work when it comes to subworlds, and Nad's).

Yeah, you need two elevator shafts IF you want to collide when not in the subworld. But how I do it (and Cyan too) is that anything inside the shaft is in the subworld so you can safely make the shaft totally subworld-collider.

:D
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