![]() |
|
|
|
|
#1 |
|
Movers wont go above 23 keys?
I manage to get my mover to 23 frames and it works ingame but when I go to 24 it doesn't reset back to the position of key 1, and when I just try and place it like the previous 23 and play the map the mover just goes to the 23rd frame. Not the 24th....(I need 35 frames)
Also, are you able to make it so that when a mover goes into an area (volume) then it can activate another mover then when it exits that area then the mover goes back to key 0? And can I make it so that my mover moves at the current speed but when it gets to another part I can slow it down? Without adding more keys on that part?
__________________
Last edited by MeNIcE; 13th May 2006 at 04:16 AM. |
|
|
|
|
|
|
#2 | |
|
Why on earth do you need 35 keyframes :s
It should be possible to combine movers to achieve the same effect. You can't do that with the standard mover, I think tarquin is working on one due to a couple of requests over in the JB forums.
__________________
Quote:
|
||
|
|
|
|
|
#3 |
|
What do you mean combine movers? I need 35 because it is a loop mover and it turns and goes back to where it started and then keeps going on again
__________________
|
|
|
|
|
|
|
#4 |
|
This thread references the JB thread and also suggests an alternative way of achieving the same effect:
http://forums.beyondunreal.com/showthread.php?t=172608 |
|
|
|
|
|
|
#5 |
|
I dont wanna sound like an idiot by making tons of posts every day so Ill just post my next question here...for now
![]() Using the volume that surrounds the terrain from AS-Convoy am I able to change some of its settings so that you don't die on it when in a vehicle but you do when not? I move the volume up or down 1 square and at one point you die when in a scorpian, and then I move it down 1 and you don't die, I can make it so you don't die when in a hellblender but I need the tank and scorpian too, but they are too low to the ground.
__________________
Last edited by MeNIcE; 13th May 2006 at 10:00 PM. |
|
|
|
|
|
|
#6 | |||
|
Quote:
Trigger->TryggerType=TT_ClassProximity Trigger->TriggerClass=Mover Events->Event=[a] Events->Tag=[b] Volume: Volume->AsociatedActorTag=[b] Mover: Object->InitialState=TriggerControl Events->Tag=[a] Quote:
You'll have to use a complex ScriptedTrigger system to make it work, though... Quote:
It's awesome, but that's not it's use...
__________________
Portal 2: | Custom Maps | Toki Tori: | Custom Maps | UT3: | JB-Makoy from UT3 Jailbreak | Grayscaled Loading Screens | UT2004: | VCTF-Antropolis | CTF-Opposite | JB-Fragtion2 | JB-Isolated | Spanish Localizations: | UT3 | Killing Floor | Last edited by G.Lecter; 13th May 2006 at 03:33 PM. |
||||
|
|
|
|
|
#7 |
|
Thanx, I think that'll help =)
__________________
|
|
|
|
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|