32 keyframed mover?

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bobtheking

Monkey in a bucket
Dec 1, 2001
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i need a 32 keyframed mover, each keyframe with its own movetime. in case you are wondering, i am making a gondola. would it be possible for me to edit the gradualMover script to include another 27 keyframes? this level will be sweet if i can do it, one flag in each station, lobbing grenades into the other cars coming down with people in them:) big firefights with people in the other cars :)
 

Bot_40

Go in drains
Nov 3, 2001
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It's possible to do, you have to attach several gradual movers to each other. You have to have them on crush when enroach otherwise they will get out of sync if one of them gets blocked.
 

Laff

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Mar 12, 2000
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yep and some dispatchers for good measure...i've actually done this before ;)
 

bobtheking

Monkey in a bucket
Dec 1, 2001
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how do i make the mover disapear when it reaches the end of its path, and on to the next one? like when the first mover reaches frame 5, how do i make it disappear and have the next one start at key 1?
 

bobtheking

Monkey in a bucket
Dec 1, 2001
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i have done the pathpoint way, but there is no way to change the yaw or any direction for that matter. can i make the pathpoints bDirectional and just rotate them? also, the gonola stops for no reason on one pole, and how do i make it not slow down and speed up at each keypoint?
 

bobtheking

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Dec 1, 2001
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i don't think the the objectPath is retriggerable, much less loopable! how am i supposed to make it run constantly without even being able to retrigger? i was originally going to see how long it takes to go around, and have a looptrigger with that delay, but the objectPath can't be retriggered, i don't think. Any ideas?
 

bobtheking

Monkey in a bucket
Dec 1, 2001
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i know i am posting like a maniac, but i fixed everything above except for the following:

-getting it to loop
-more than one gondola
-the speedU units, lower is slower, but is like movetime. what does it measure?
 

bobtheking

Monkey in a bucket
Dec 1, 2001
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There is one more problem:rolleyes: , the gondolas decelerate and accelerate at each tower(pathpoint), like a glideByTime mover, even though the gondola is set to moveByTime. this is bad, the wire dosen't slow and speed up for each mover. how do i fix it? i think i need to script a new objectPath, with the following new options:

-set the starting pathpoint
-option to loop
-move time, not some funky system of speed
 

Laff

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Mar 12, 2000
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don't think you can, using pathpoints that is...i would try scripting a custom elevator mover, and link some dispatchers together.

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