Elevators? [Solved]
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Elevators? [Solved]
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?
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.
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RE: elvators?
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?
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?
RE: elvators?
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
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RE: elvators?
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?
kewl could u make me one
RE: elvators?
kewl could u make me one i havent downloaded mod tools yet slow connection
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RE: elvators?
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?
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?
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Re: RE: elvators?
[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
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RE: Re: RE: elvators?
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?"
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I finished it a while ago, but its finally been hosted. The elevator: http://www.gametoast.com/index.php?name ... 5004#65004