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Elevators? [Solved]
Posted: Sat Mar 04, 2006 7:01 pm
by budah
has anyone figured out how to put any type of elavator thingy yet i remeber there being a topic about having them on a cap ship efore the mod tools cam out
RE: elvators?
Posted: Sat Mar 04, 2006 7:24 pm
by Raingod
Well i was reading trought the docs which came with the mod tools and i read that animation couldnt affect players, so i'm assuming this mean that an elevator wouldnt work. Unless what they mean was something else.
RE: elvators?
Posted: Sat Mar 04, 2006 7:29 pm
by Qdin
hmm...
what if the collision was animated? then it SHOULD affect the players/bots...?
but just animations in general (the meshes) won't affect the models - maybe that was their point?
![Surprised :o](./images/smilies/icon_surprised.gif)
RE: elvators?
Posted: Sat Mar 04, 2006 8:12 pm
by budah
what about he pathways at mustafar that go up and down is there anyway these could be controlled or triggered by walking on to them ect to make them act like an elevator
RE: elvators?
Posted: Sat Mar 04, 2006 8:44 pm
by Jawa_Killer
an elevator is very easy but the bots can't use it.......you just need an object and thats it! the animation is very easy to make!!in ZE!
RE: elvators?
Posted: Sat Mar 04, 2006 8:53 pm
by budah
kewl could u make me one
RE: elvators?
Posted: Sat Mar 04, 2006 8:54 pm
by budah
kewl could u make me one i havent downloaded mod tools yet slow connection
RE: elvators?
Posted: Sun Mar 05, 2006 3:53 am
by [RDH]Zerted
You could make the bots use it. The elevator would have a region when someone walked into it, the msh would move upwards and stop at a certain point. When a unit walks into your elevator region, enable barriers around it and run the animation. The barriers will prevent other units from walking under the elevator while it is going up/down and will keep the unit from falling off. When the elevator reaches its stopping point, remove one barrier side and the unit can leave. When the unit leaves, it entures an exit region and the barrier blocking the elevator pops up again, then the elevator moves down. Once the elevator gets to the bottom, remove the barriers to let other units on it. If a unit happens to get under the elevator, you could kill it with a death region.
You could add waiting regions, which when a unit entures it, calls the elevator to do its up or down animation.
A control panel could be used by human players instead of regions, or to disable the elevator.
Paths can not overlap. If the regions are correctly setup, run an AI path through the elevator like it was just steps. It should work.
Why would you want an elevator if you can't do anything with it?
Re: RE: elvators?
Posted: Sun Mar 05, 2006 7:59 am
by Jawa_Killer
[RDH]Zerted wrote:
Why would you want an elevator if you can't do anything with it?
YOU can do much with it.............to reach the crones of a kashyyyk tree
![Very Happy :D](./images/smilies/icon_biggrin.gif)
RE: Re: RE: elvators?
Posted: Sun Mar 05, 2006 2:57 pm
by [RDH]Zerted
That sentence was directed at budah. He wants someone to make him an elevator, because he doesn't have the mod tools. It should have read: "If you don't have the mod tools, what could you do with an elevator?"
Posted: Tue Mar 07, 2006 2:34 pm
by Emraz
This elevator idea is great it would really add some new dimension to swbf2 and be what mod tools are about -- giving that extra something that doesnt appear in the original.
On another thread but I also love the idea of sea battles or hover above sand battles with great big ships.
Posted: Tue Mar 07, 2006 4:13 pm
by [RDH]Zerted
I've made a working elevator, so it can be done. When I get the time, I'll make it look nice, then post it for download.
Posted: Mon Mar 27, 2006 10:16 pm
by [RDH]Zerted
I finished it a while ago, but its finally been hosted. The elevator:
http://www.gametoast.com/index.php?name ... 5004#65004