View Full Version : Fragile floor
ZOOIkes
06-07-2002, 11:46 AM
I'm making a puzzle where there are a few pieces of brick floor still on the edge of a cliff. The idea is that some of them will break off and tumble down when you step on it.
I was wondering what's the best way to achieve that, I bet a frame at the bottom of the frame wouldn't look very good.
There's probably a better way to make them fall, a change of a physicsflag or something?
Also I wondered how I could make it tumble/spin.
Descent_pilot
06-07-2002, 03:48 PM
Has to be 3dos with frames. http://forums.massassi.net/html/frown.gif Just make rolling keys, and have its own pup file (use the key for walking, should work) Also try to make the textures lined up. Otherwise, just gives it away, and make many differnt 3dos, that adds to the hinding the trap. http://forums.massassi.net/html/wink.gif
PS - This would be better in the main editing forum. http://forums.massassi.net/html/smile.gif
------------------
The Sniper Missions. Current project, The Sniper Missions
[This message has been edited by Descent_pilot (edited June 07, 2002).]
Sylvicolus
06-07-2002, 08:07 PM
What I might do is to make brick surfaces (part of architecture). When the surface is stepped on (Entered message) then the surface adjoins are cleared (geo=0 and surf flag = 0 /no longer floor), at the same time brick 3dos are created and "released" so they fall down. Maybe the bricks could be given a rotation as well as responding to gravity. When the bricks reach the bottom they are destroyed (or replaced with non-spinning bricks).
------------------
Sylvicolus JK homepage (http://www.lactarius.com/sylvicolus/jk/intro.htm)
If I have ever made any valuable discoveries, it has been owing more to
patient observation than to any other reason. -Isaac Newton
TheTwistedSpasm
06-07-2002, 11:41 PM
Wouldn't it be possible to use the touched: message, and then use ParseArg() to set the phsflags so it is affected by gravity? Then it'd drop pretty realistically.
------------------
Christianity: Don't knock it if you haven't tried it.
Why should the devil have all the good music? www.thousandfootkrutch.com (http://www.thousandfootkrutch.com)
ZOOIkes
06-08-2002, 04:13 AM
Descent Pilot: Yep I am Allready making all kinds of floor"fragments" in all kinds of shapes.
TwistedSpasm: I never used ParseArg() before, cogref says you need to give a templatevalue, what exactly does it mean with that?
TheTwistedSpasm
06-08-2002, 09:06 AM
Like physflags=, or thingflags=, or maxthrust=, that sort of thing. SavageX used the verb to modify player run and jump values in SS3, but that's really the only place I've seen it.
<font face="Verdana, Arial" size="2">Originally posted by TheTwistedSpasm:
...but that's really the only place I've seen it.</font>
*chuckles quietly*
------------------
I used to believe that we only want what we can't have. I was wrong. The truth is, the wonderful truth is, we only want what we think we can't have.
JK editing resources (http://www.tbns.net/GBK/ol/index.htm).
Sylvicolus
06-08-2002, 10:53 AM
<font face="Verdana, Arial" size="2">GBK: *chuckles quietly*</font>
Hmmm, must be that ultimate COG - the TVTCS
------------------
Sylvicolus JK homepage (http://www.lactarius.com/sylvicolus/jk/intro.htm)
If I have ever made any valuable discoveries, it has been owing more to
patient observation than to any other reason. -Isaac Newton
SaberMaster
06-09-2002, 05:41 AM
Never use ParseArg() to modify a thing's value if LEC has created a verb specifically for changing that value. In this case, use SetPhysicsFlags().
------------------
Author of the JK DataMaster (http://www.geocities.com/sabersdomain/fileframe.html), Parsec (http://www.geocities.com/sabersdomain/fileframe.html), and the EditPlus Cog Files (http://www.geocities.com/sabersdomain/fileframe.html).
Visit Saber's Domain (http://www.geocities.com/sabersdomain).
[This message has been edited by SaberMaster (edited June 09, 2002).]
ZOOIkes
06-09-2002, 06:59 AM
I'll try that, thanks to you all.
Powered by vBulletin® Version 4.1.5 Copyright © 2012 vBulletin Solutions, Inc. All rights reserved.