I'm trying to put a few stone slabs floating in mid-air in a UT level I'm building. Not hanging still in mid-air, but hovering -- you know, going up a little, then sinking a little, then going up a bit again, and so on indefinitely. And I would prefer that they're not triggered, but going through the motion of hovering in mid-air right from the start. My idea is to create a floating magic stairway. Is this possible, and if so how do you do it? I understand they will have to be movers, and I already have experience building workable doors and elevators with switches. Will I have to build my stone slabs as LoopMovers, and if so what settings should I work on for them?
Some people told me the LoopMovers had to be triggered, but I could make the triggers real large by changing the triggers' collision radius and height so they would cover the whole level and at the start of the game they would then be immediately triggered and the stone slab LoopMovers would kick into motion right away. I tried what they said but it didn't work; the LoopMovers hung still and would only budge when I go over them (I placed a [normal] trigger just above each mover before changing the collision height and radius -- and I rebuilt everything, too), and then only for a while before hanging still again until I go over them again. Could there be some settings I need to work on for the movers and triggers, which I didn't? Or is it that Ued just doesn't like it when I have too many such movers (and triggers) too close? (I placed 12 of them in my level, quite close to each other. And actually they didn't look right when I played my level, sometimes even disappearing from sight when viewed from certain angles [though I didn't leave any craters when walking over them]... Maybe I'll just have to drop this idea of a floating stairway?)
Also tried dispatchers. They just didn't work. In fact I never saw any red lines connecting the dispatchers to the movers when I set the event and tag fields in Ued.
Also noticed the movers' properties have things like 'bBounce' and 'buoyancy'. Played with those but the movers remained dead still...
Help please, anyone? Thanks! :tup:
Some people told me the LoopMovers had to be triggered, but I could make the triggers real large by changing the triggers' collision radius and height so they would cover the whole level and at the start of the game they would then be immediately triggered and the stone slab LoopMovers would kick into motion right away. I tried what they said but it didn't work; the LoopMovers hung still and would only budge when I go over them (I placed a [normal] trigger just above each mover before changing the collision height and radius -- and I rebuilt everything, too), and then only for a while before hanging still again until I go over them again. Could there be some settings I need to work on for the movers and triggers, which I didn't? Or is it that Ued just doesn't like it when I have too many such movers (and triggers) too close? (I placed 12 of them in my level, quite close to each other. And actually they didn't look right when I played my level, sometimes even disappearing from sight when viewed from certain angles [though I didn't leave any craters when walking over them]... Maybe I'll just have to drop this idea of a floating stairway?)
Also tried dispatchers. They just didn't work. In fact I never saw any red lines connecting the dispatchers to the movers when I set the event and tag fields in Ued.
Also noticed the movers' properties have things like 'bBounce' and 'buoyancy'. Played with those but the movers remained dead still...
Help please, anyone? Thanks! :tup: