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Lionel Fouillen Gamorrean
Joined: 27 Sep 2003
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Posted: May 31, 2009 18:15 Post subject: Confused about move_offset |
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Hi, I have an elevator. Actually it's only a 3DO going up and down using INF in a move_offset -type elevator in which the 3DO resides.
As far as I know, move_offset is used to move the second altitude of a sector. In my case the second altitude is the roof of the 3DO elevator, on which Kyle must jump to travel in the elevator motor chamber (yes, it's Archangel 3). Using move_offset allows this without having to move either the floor or the ceiling of the sector.
The problem I have is how to specify the values for the stops. I tried everything and it just doesn't work, the elvator goes up when I want it to go down, or it goes the right direction but doesn't travel the right distance, or it doesn't halt for the desired time before going back the other direction.
In fact what I want is simple: an elevator which keeps travelling, 144 DF-units up, then stops for 10 seconds, then goes down back for 144 DF-units, stops for 10 seconds, then up again, endlessly.
Any suggestions?
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Fenwar Admiral Ackbar

Joined: 15 Sep 2003
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Posted: Jun 01, 2009 21:05 Post subject: |
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The wrong direction stuff is probably to do with all that fun with negatives; the second altitude needs to be negative, the values are relative to the sector floor. Been a long time since I've fired up WDFUSE though.
The stopping problems might be something I became horribly familiar with way back when trying to create a bridge over water. If you have multiple objects in the sector (Is the whole elevator a single 3DO object?) they might be getting in the way of the elevator's movement.
This mainly applied when the second altitude passed through the floor or ceiling of the sector.
You might need to add a little bit of breathing space at each end of the elevator sector to stop objects causing it to "bounce" before it reaches the stop.
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Barry Brien Dark Trooper Phase 1
Joined: 26 Sep 2003
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Posted: Jun 13, 2009 02:59 Post subject: |
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Yeah, for some reason you cannot start a move offset from zero, in other words, your 2nd altitude must be slightly above the floor when it begins. Don't know why this is the case, but it is.
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Lionel Fouillen Gamorrean
Joined: 27 Sep 2003
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Posted: Jun 13, 2009 06:10 Post subject: |
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Thanks Barry but I never managed to make it work. I finally did it by using a move_floor. Since the floor is a pit, it is not visible when it moves anyway and the desired effect is achieved.
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