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jimbo Gamorrean
Joined: 29 Feb 2004
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Posted: Oct 19, 2004 23:53 Post subject: Elevator Speeds |
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Is there a way to make an elevator change its speed? I want to have an elevator move at a speed for a while and then, after hitting a stop, change its speed. I'm sure this has to do with INF, which is not my strong suit, so detailed responses would be greatly appreciated. Thanks.
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Oct 20, 2004 00:34 Post subject: |
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The only way I think it can be done is through a complex series of dummy sectors and using a slave speed for each individual sector to be used with the elevator you wish to use. It might make an interesting showcase level if it can be done....
_________________ I don't think outside the box... I customize it. |
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jimbo Gamorrean
Joined: 29 Feb 2004
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Posted: Oct 20, 2004 01:07 Post subject: |
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Shoot. I had thought/hoped someone had done something like this already. Oh well, back to WDFuse.
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DF4GL4ever Gamorrean
Joined: 15 Apr 2004
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Posted: Oct 20, 2004 01:21 Post subject: |
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i made an elevator like that. First I attempted different events for the same sector...that was a disaster. As Burning Gundam said you have to use a bunch of dummies making your elevator slave to each of them. I did make an acclerating elevator a while back with that method but never posted it.
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jimbo Gamorrean
Joined: 29 Feb 2004
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Nottheking Kell Dragon
Joined: 29 Sep 2003
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Posted: Oct 20, 2004 13:57 Post subject: |
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I see how I could put multiple elevator items into the same sector, but it might be too easy for the player to break it... I think I might give it a shot. Then again, mabye not...
_________________ Wake up, George Lucas... The Matrix has you.. |
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Scape Goat Dark Trooper Phase 2
Joined: 23 Sep 2003
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Posted: Oct 20, 2004 18:16 Post subject: |
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http://df-21.net/downloads/showcase/advinf.zip
If you just want it to go from point A to point B and not back again, then I'd do it something like this:
| Code: | seq
class: elevator move_fc
speed: 10
event_mask: 1024
stop: 50 hold
stop: 100 hold
seqend
seq
class: elevator move_fc
speed: 10
event_mask: 0
stop: 0 hold
stop: 50 0
message: 1 ThisSector goto_stop 1 1024
stop: 100 hold
seqend
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It'll go up at speed 10. At the halfway point, it speeds up to 20. Basically, when you have two elevators going on the same sector at the same time they add or subtract their speeds. For instance, if you have one going up at speed 10 and one going down at speed 6 the result is an elevator that goes up at a speed of 4.
Hope that makes sense and helps.
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DF4GL4ever Gamorrean
Joined: 15 Apr 2004
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Posted: Oct 20, 2004 21:30 Post subject: |
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It's on my computer at home 400miles away...so as soon as my little bro emails it up to me (meaning today hopefully) I'll post it as a showcase level.
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jimbo Gamorrean
Joined: 29 Feb 2004
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Posted: Oct 21, 2004 00:30 Post subject: |
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Thanks guys! ....the OP thanks you too.
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Nottheking Kell Dragon
Joined: 29 Sep 2003
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jimbo Gamorrean
Joined: 29 Feb 2004
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Posted: Oct 21, 2004 17:52 Post subject: |
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Hmm. I'm still having trouble getting the results I want. Since the OP isn't any kind of secret, I'll let you know what I want to happen:
Elevator moves down and then comes to a stop. It sits there for a time, and then falls to the bottom of the shaft at a higher speed. It then climbs back up at its original speed.
I tried to emulate what was going on in the showcase level, but my elevator was going too fast and going to stops out of order. Maybe what I want can only be accomplished through the dummy sectors people have mentioned (whatever those are). At any rate, maybe if I can't work this out someone else can take the project and make it work.
Also, does anyone know if there is a way to have a floor be glass and be able to look through it and (in this case) see stars?
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Casey Neumiller Gamorrean
Joined: 24 Sep 2003
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Posted: Oct 21, 2004 18:09 Post subject: |
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That's simple, Jimbo-you need a 3DO textured as a glass pane that fits the area that's accessible. Then you simply set the sector flag to no floor and use a second altitude.
The problem with this, though, is that enemies will fall right through the second altitude and die.
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jimbo Gamorrean
Joined: 29 Feb 2004
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Casey Neumiller Gamorrean
Joined: 24 Sep 2003
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Posted: Oct 21, 2004 21:35 Post subject: |
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Objects would stay. Check to make sure that the player is entering the sector above the second altitude. (Stupid thing, I know, but I've made that mistake.) Make sure the altitude is positive, too.
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jimbo Gamorrean
Joined: 29 Feb 2004
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Casey Neumiller Gamorrean
Joined: 24 Sep 2003
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Posted: Oct 22, 2004 02:02 Post subject: |
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...why do you need a negative altitude for that?
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jimbo Gamorrean
Joined: 29 Feb 2004
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Posted: Oct 22, 2004 02:15 Post subject: |
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Maybe I'm not understanding what's going on. Here's the deal:
The floor I want to be see through has an altitude of -30 so I figured my second altitude would be -29. When I did that, I fell through the floor and died. Then I saw your post saying the second altitude should be at a positive altitude, so I assumed (I need to stop doing that) that meant a second altitude could not be a negative number.
...and to answer your question, I thought I needed a negative altitude because the floor is a negative altitude. I probably answered this earlier but I'm trying to be as clear as possible to try to help you help me, which I am very glad you are doing. Thanks again.
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DF4GL4ever Gamorrean
Joined: 15 Apr 2004
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Posted: Oct 22, 2004 06:03 Post subject: |
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Alrighty here's my little test gob of stuff. http://jpowermacg4.com/poiu/phpatm_120/files/xpglegg/EXPRMNTS.gob Right-click the link and select save as... Made it on mac but it should work fine on all machines. Robotics is the level youre gonna want to open, Jabba has a primitive elevator with diff speeds and fuel station is just other tests I was doing. The first elevator you see in robotics is huge and fast.dont go in without laimlame. The good elevator is down the long hallway(use headlight or infrared goggles). These are a few of the levels I made when I was learning how to do stuff in DarkForge so they're real simple.
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Casey Neumiller Gamorrean
Joined: 24 Sep 2003
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Posted: Oct 22, 2004 06:18 Post subject: |
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Second altitudes are calculated as +number off the height of the floor. If your floor is at -29 and you want your second altitude at -28, you'd set the second altitude to +1. Negative altitudes are used only for water/sewage.
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jimbo Gamorrean
Joined: 29 Feb 2004
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Posted: Oct 22, 2004 22:29 Post subject: |
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Well, my glass floor idea won't work in the area now as I've decided to go for something else. Thanks for your help Casey, second altitudes really make more sense now
I'm still having issues with my elevator though. This is one thing that still fits the situation and I really want it to be in the level. Something must be off in my INF work because I can't get things to turn on when they're supposed to, be at a stop when they're supposed to, or go at the right speeds. I know I'm on the right track, but I guess I'm not doing everything I'm supposed to. This might be something I'll have to come back to later, or maybe someone with more INF experience can take care of it.
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DF4GL4ever Gamorrean
Joined: 15 Apr 2004
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Posted: Oct 22, 2004 22:51 Post subject: |
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In your case the slave method would probably be the most reliable, and you only have a couple stops so only a few dummy sectors are needed. Were you able to check out the elevator i posted in robotics.lev ?
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jimbo Gamorrean
Joined: 29 Feb 2004
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DF4GL4ever Gamorrean
Joined: 15 Apr 2004
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Posted: Oct 23, 2004 00:41 Post subject: |
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Quick question...is this elevator one time use? As in makes it to high destination and then back to starting destination and thats it?
I think I got the elevator to work right... but for repeated uses there's gonna be a bit of a trick the way it stands right now involving having doors into the elevator room.
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jimbo Gamorrean
Joined: 29 Feb 2004
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DF4GL4ever Gamorrean
Joined: 15 Apr 2004
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jimbo Gamorrean
Joined: 29 Feb 2004
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Posted: Oct 24, 2004 18:20 Post subject: |
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Well, I've been trying to get this for the last two days, but I haven't gotten it to work Just for whatever reason, when I try to do what you did for my elevator it doesn't work. This is exactly (with any luck) what I want my elevator to do:
| Code: | speed: 2
stop: 25 hold
stop: 28 2
stop: 16 2
speed: 30
stop: -14 2
speed: 2
stop: -10 hold
stop: -7 1
stop: -9 1
stop: -5 2
speed: 30
stop: -14 2
speed: 2
stop: 43 1
stop: 25 hold |
I don't know if this can be done with those stops, but if someone can figure out a way to make this work, please either contact me with some info or take the OP and work you magic [/shameless plug] I'm just at a loss for ideas to make this work right now.
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DF4GL4ever Gamorrean
Joined: 15 Apr 2004
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Posted: Oct 24, 2004 19:44 Post subject: |
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As far as I know I've got the stops right and the speeds. I reuploaded EXPRMNTS.GOB0, modified 12:40PM Pacific today, the correct elevator is in Talay.lev. Open the level in Dark Forces to verify that the stops are correct with LADATA.
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jimbo Gamorrean
Joined: 29 Feb 2004
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Posted: Oct 24, 2004 21:04 Post subject: |
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Thanks a lot DF4GL4ever! Is there anything with INF you can't do? 
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DF4GL4ever Gamorrean
Joined: 15 Apr 2004
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Posted: Oct 25, 2004 17:39 Post subject: |
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Ha a whole lot I can't do Tictactoe rooms come to mind... Anyway glad it worked ok. There's gotta be a more efficient way than using six dummies so I'm gonna do some more investigating on this different speed elevator stuff.
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jimbo Gamorrean
Joined: 29 Feb 2004
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Posted: Oct 25, 2004 18:02 Post subject: |
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Yes it did work in your experiment, but I couldn't get it be at the right stop when I did it. I believe I copied down all the INF correctly and did what you did, but it won't start at the right stop. This elevator is part of the Open Project, something I will be uploading later today and hopefully it will be available for download today as well. If you don't mind, could you download it when it is available and check my work? I really don't see why it won't work when I put in the INF....mystery of DF editing I guess...some have it, some don't.
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