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View Full Version : How to make a constant moving mover....?


B
20th Oct 2000, 03:44 AM
Hi all,

Im building a train that is moving all the time (driving in a circle or something) i've just finished my train and its looking goor but i cant get the f*ckin thing to move across the track i made for it... i can get it to move from its startingposition to another place right across the map but its going in a straight line only. (i've used a mover) but how can i make it that the train keeps moving around the track? (in circles?) and it must keep moving......


tnx

X
20th Oct 2000, 05:29 PM
Have you tried interpolation points? they just keep on looping ti'll they are told to end, i'm not sure if you can use a mover with them but it's worth checking up on

ChrisToth.hu
20th Oct 2000, 05:35 PM
Use a Loopmover. Set its Obect-InititialState to Loopmove and start it with a trigger. Place the Keyframes and it will move in circles...actually you cant get it to move in true circles you haven't got enough keyframes for that..

SO i have no idea how you could make a nice circular movement.
The Loopmover WILL go around the way yuo specified and then instead of going backwards it will continue it's path by the first keyframe.

B
20th Oct 2000, 06:26 PM
no its rot really suppose to go in a crcle its like this:

ivé made a map (a harbour) and ive put a traintrack in it and the track is a loop, i also made a brush (the train) and made it a mover and ive put it on the track and i can ake it move in a straight line and back but it dont know how to make it move along the track this is what i want to make.....

sorry explained it so lousy before.....
and for my bad english........
:)

juuk
20th Oct 2000, 09:43 PM
What you could do is use path points and the looping objectpath script (the script is on my www)This way you have more keyframes for your mover and with the script you can get it to loop.Though i haven't tested the script yet,because i haven't written it.

J-NL

B
21st Oct 2000, 09:27 AM
isn't there an easier way?

CraZyHorSer
22nd Nov 2004, 10:50 AM
I suppose you could try creating a large room, design you mover then measure the distance between each side of the circle, then in the centre make a smallcube below the mover and create block around the train and the block then interselect i think and create mover (online) rotating mover (offline) then set the keypoint to the block in the middle of the block and place it wher you want and click key 1, then select rotating brush and rotate it 360 degrees and set key 2
i think this wiill work. :P

chip
22nd Nov 2004, 12:38 PM
couple of questions... what game is this for (UT, UT2003/4)? the answer will make a diff in how to proceed. also, is the track truly circular or just curving in a closed loop?

CraZyHorSer
22nd Nov 2004, 02:09 PM
sorry this is for ut 99, :P

chip
22nd Nov 2004, 02:44 PM
sorry this is for ut 99, :Pnext question: was the Matinee system implemented in the UT '99 engine build(s) (i've only mapped/modded for U1, UT2003/4)? if so, you can use that to create a looping, non-circular motion path for your train (Matinee is not only for cinematics).

in the absence of Matinee, then using InterpolationPoints seems the best best (from what i remember of Unreal 1 mapping, which ain't much), though i can't offer any specifics on the method.

Birelli
22nd Nov 2004, 04:05 PM
There was no matinee system in UT, it's an UnrealEngine2 feature (so the first Unreal game to have it was UT2003).

I dug this up on the UWiki, it's a bit buried since it's outdated (but if this is for UT99 that's all for the better). UWiki: Movers With More Than 8 Keys (http://wiki.beyondunreal.com/wiki/Movers_With_More_Than_8_Keys)

Edit: Actually, UWiki: Making An Interpolation Path (http://wiki.beyondunreal.com/wiki/Making_An_Interpolation_Path) says that movers can be made to follow them. Interpolation is a really messy business though, it produces nice results but the approximation by many mover keys method would be a lot easier (although still complicated).