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ForumsCog Forum → I really dont know what to call this topic.
I really dont know what to call this topic.
2002-03-14, 4:33 AM #1
Heres the deal; I need to find a way to add/alter frames ingame.

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Success is the inverse relationship between effort, gain, and loss.

JK editing resources.
And when the moment is right, I'm gonna fly a kite.
2002-03-14, 6:27 AM #2
you could have called your topic "add/alter frames ingame"...
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2002-03-14, 6:30 AM #3
Is there some way you can alter the position of one or more ghost things and then move the move_thing to the new ghost position(s)?

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Sylvicolus JK homepage
If I have ever made any valuable discoveries, it has been owing more to
patient observation than to any other reason. -Isaac Newton
Sylvicolus JK homepage
If I have ever made any valuable discoveries, it has been owing more to
patient observation than to any other reason. -Isaac Newton
2002-03-14, 10:18 AM #4
Umm, no. I am using 'Createthingatpos()', to create objects on the fly on vector positions, but I need to find a way to do doors and elevators.

In other words, I need to find a way to add frames to an object, that previously had none.

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Success is the inverse relationship between effort, gain, and loss.

JK editing resources.
And when the moment is right, I'm gonna fly a kite.
2002-03-14, 1:29 PM #5
Parsearg(Getlocaltopic(), "Position=top");

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Success is the inverse relationship between effort, gain, and loss.

JK editing resources.
And when the moment is right, I'm gonna fly a kite.
2002-03-14, 2:24 PM #6
hehe. I guess you answered your own question.
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2002-03-14, 3:26 PM #7
Or you could just use JkEdit it allows you to simply add frames to an object. I use JED and JkEdit!
Duff, donuts, duff, donuts, desicions!
2002-03-14, 4:20 PM #8
I think you people are missing the question. I need to find a way to add/alter frames INGAME.

 

The object DOES NOT exist on startup. (In other words, I cant add frames via JED, or jkedit, because htere is no object to add them to. It is created INGAME via the 'Createthingatpos()' verb.)

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Success is the inverse relationship between effort, gain, and loss.

JK editing resources.

[This message has been edited by GBK (edited March 14, 2002).]
And when the moment is right, I'm gonna fly a kite.
2002-03-14, 5:01 PM #9
I can't think of any way to do it, but I'll have to think about it some more.. sorry.
2002-03-14, 6:30 PM #10
I don't think that's even possible...

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Life is like... skating... yeah, skating is a good example. You see someone skating and think "Hey, that looks like fun and easy!". You go and buy a skateboard and try, you get a few broken bones, asphalt-face and stuff... But hey, i'm not the one who gets hurt!
Last edited by mb; today at 10:55 AM.
2002-03-14, 6:42 PM #11
If it isnt, I need to find a good way to fake it, that doesnt involve keyframes.

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Success is the inverse relationship between effort, gain, and loss.

JK editing resources.
And when the moment is right, I'm gonna fly a kite.
2002-03-15, 5:04 AM #12
wouldn't it be possible to just attach a *.key file to the thing which controlls the movement?
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2002-03-15, 5:36 AM #13
Quote:
<font face="Verdana, Arial" size="2">Originally posted by GBK:
...that doesnt involve keyframes.
</font>



That might work for small doors, but not much else. Lordvader suggested using 'Applyforce', but Im not sure if that would be reliable enough for an elevator..

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Success is the inverse relationship between effort, gain, and loss.

JK editing resources.
And when the moment is right, I'm gonna fly a kite.
2002-03-15, 8:02 AM #14
How's about using pulsed SetThingPos(); To make the thing move just a bit upwards but so that with the pulse it'd look like it's moving up like a framed elevator?

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Life is like... skating... yeah, skating is a good example. You see someone skating and think "Hey, that looks like fun and easy!". You go and buy a skateboard and try, you get a few broken bones, asphalt-face and stuff... But hey, i'm not the one who gets hurt!
Last edited by mb; today at 10:55 AM.
2002-03-15, 8:11 AM #15
Oh, and applyforce doesn't work with walkable objects, you'd need to attach it to an invisible crate to get that work... Trust me, i've been working on that when i made my controllable vehicles cog (made it 5 times [http://forums.massassi.net/html/smile.gif])

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Life is like... skating... yeah, skating is a good example. You see someone skating and think "Hey, that looks like fun and easy!". You go and buy a skateboard and try, you get a few broken bones, asphalt-face and stuff... But hey, i'm not the one who gets hurt!
Last edited by mb; today at 10:55 AM.
2002-03-15, 10:22 AM #16
OK, you probably know this already, I'm just figuring this out.

If you are creating a thing, like an elevator, at a vector position then that vector position is equivalent to frame 0. To get the next pseudo-frame modify your vector value to a new vector value that corresponds to frame 1.

Checking JKSpecs, Can you use:
VectorAdd(vector,vector); returns the sum of the two vectors.

For example vector0 is the position you created the thing at. Then ...
nextframe=(0,0,0.4);
vector1=VectorAdd(vector0,nextframe);

Then move thing to that position. But how? Will CaveDemon's idea work using pulsed SetThingPos(); ?

Or you can take apart vector values and then make new vectors using:
Xflex = VectorX(vector); // Gets the "X" part of a vector
Yflex = VectorY(vector); // Gets the "Y" part of a vector
Zflex = VectorZ(vector); // Gets the "Z" part of a vector
newvector = VectorSet(Xflex,Yflex,Zflex); //returns a vector

Why don't you want to use keyframes, such as was done for the shuttle lifting off?


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Sylvicolus JK homepage
If I have ever made any valuable discoveries, it has been owing more to
patient observation than to any other reason. -Isaac Newton
Sylvicolus JK homepage
If I have ever made any valuable discoveries, it has been owing more to
patient observation than to any other reason. -Isaac Newton
2002-03-15, 12:02 PM #17
You could simply use CreateThingAtPos() again to make ghost objects to ACT as frames, and move the object you are wanting to those positions.

Its not a very good fake, but it will work.

-Greven
2002-03-15, 12:17 PM #18
You cant 'move an object to a position'. If it were possible, I wouldnt have started this thread. There simply is no verb of 'Movethingtopos'. [http://forums.massassi.net/html/frown.gif]

------------------
Success is the inverse relationship between effort, gain, and loss.

JK editing resources.
And when the moment is right, I'm gonna fly a kite.
2002-03-15, 12:39 PM #19
Oh? What about AiSetMovePos() or AiSetMoveThing() ? I do think those should work, reguardless if the thing is of type actor or not.
2002-03-15, 7:50 PM #20
Quote:
<font face="Verdana, Arial" size="2">Originally posted by GBK:
You cant 'move an object to a position'. If it were possible, I wouldnt have started this thread. There simply is no verb of 'Movethingtopos'. [http://forums.massassi.net/html/frown.gif]

</font>



ParseArg it's template like so: ParseArg(thingie, "move=physics"); then use SetThingVel(), der. :P
-Hell Raiser
2002-03-15, 7:53 PM #21
'addframe()' [http://forums.massassi.net/html/wink.gif] [/badjoke]

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"Does that compute?

Or do I need to draw you a schematic!?"
2002-03-16, 4:01 AM #22
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Hell Raiser:
ParseArg it's template...</font>



Or for that matter, I could just modify the original template, and save some code. Im starting to lean t'ward 'dynamic force'. Im just not sure about its stability. [http://forums.massassi.net/html/frown.gif]

------------------
Success is the inverse relationship between effort, gain, and loss.

JK editing resources.
And when the moment is right, I'm gonna fly a kite.
2002-03-16, 11:49 AM #23
I think your best option would be to put the object on physics movement and use SetThingVel() to make it move towards a ghost or position.

SetThingPos() will not update your object's sector, so if it's path leads into another sector, you'll have problems.

Also, adding or changing frames with ParseArg() doesn't seem to work.

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Author of the Jedi Knight DataMaster.
Visit Saber's Domain.

[This message has been edited by SaberMaster (edited March 16, 2002).]
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2002-03-16, 12:06 PM #24
I didnt think 'Parsearg' would work, and even if it did, I would have to write a separate cog for EACH door and elevator I wanted to add... 'Setthingvel' is problably my best bet, and thats what Im working on right now.

------------------
Success is the inverse relationship between effort, gain, and loss.

JK editing resources.
And when the moment is right, I'm gonna fly a kite.

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