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ForumsJedi Knight and Mysteries of the Sith Editing Forum → template help
template help
2005-08-11, 1:39 PM #1
what can I add to this template to allow it to rotate, remain solid, and not just make a big colide box around the spin area?

This is kind of a noob question so forgive me.


Code:
# DESC: 
# BBOX: -.38 -.05 -.33 .38 .05 .17
thing             _walkstruct        size=.413038 movesize=.413038 model3d=rot.3DO
Naked Feet are Happy Feet
:omgkroko:
2005-08-11, 1:45 PM #2
I've tried this before and JK can't handle move=physics templates with collide=3 very well. There will be collision problems especially around the edges.

If you want to try it anyway, add collide=3 move=physics physflags=0x200 to the template.
visit my project

"I wonder to myself. Why? Simply why? Why why? Why do I ask why? Why do I need to find out why? Why do I have to ask why as a question? Why is why always used to find out why? Why is the answer to why always why? Why is there no final answer to why? Simply why not? Holy cow, this is pretty deep, meaningful **** I wrote. Glad I wrote it down. Oh man."
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [slog], Echoman
2005-08-11, 1:47 PM #3
rotate or rotatePivot I think can be used to achieve what you want.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2005-08-11, 3:05 PM #4
I tried what prodigy said and it wouldnt work.

Originally posted by Emon:
rotate or rotatePivot I think can be used to achieve what you want.


I'm assuming this is cog? I have no Idea how to write them so if you could just type a simple cog with spin speed that would be awsome. :)
Naked Feet are Happy Feet
:omgkroko:
2005-08-11, 3:13 PM #5
Here you go. I didn't write it, but it's free for use and the cog speaks for itself. :)

Code:
# Jedi Knight Cog Script
#
# TJC_rotwalk.cog
#
# Generic spinning walk cog. the walkway's first frame should have a yaw of 360 to make it spin in continus circles.
# lagg can cause the walkway to pause breifly at the end of each turn.
#
# JK version
#
# This Cog is Not supported by LucasArts Entertainment Co

symbols
thing        walkway                                                          
sound        whoosh                                                           
int          dummy                              local                         
flex         time                                desc=speed                             
message      startup                                                          
message      arrived                                                          
end                                                                           

# ========================================================================================

code
arrived:
	StopSound(dummy, 0);
startup:
	dummy = PlaySoundThing(whoosh, walkway,5,5,10,0x81);
	 RotatePivot(walkway, 0, Time);
	return;

# ........................................................................................
end
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-08-11, 3:21 PM #6
I've tried this cog and can't get it to work. Is there something specific I need to do? I have the yaw at 360. :confused:
Naked Feet are Happy Feet
:omgkroko:
2005-08-11, 3:47 PM #7
Originally posted by vegiemaster:
I've tried this cog and can't get it to work. Is there something specific I need to do? I have the yaw at 360. :confused:

Did you create a frame for the object to spin on?
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-08-11, 4:01 PM #8
no, I'll do that. I've never worked with frames bofore so I'll start now. ;)
Naked Feet are Happy Feet
:omgkroko:
2005-08-11, 4:06 PM #9
Originally posted by vegiemaster:
I tried what prodigy said and it wouldnt work.



I'm assuming this is cog? I have no Idea how to write them so if you could just type a simple cog with spin speed that would be awsome. :)


It should, it will rotate if if you put in angvel=([rotation]). It will rotate but you wont like the side effects.

RotatePivot cog is the better way to go if you want it to just rotate in place. It's a screwy verb though, and you need to set up the frames just right. The frame 's position acts as the pivot point and it needs to be "within" the 3do. The frame PYR needs to be how much PYR you want to add to the current PYR.
visit my project

"I wonder to myself. Why? Simply why? Why why? Why do I ask why? Why do I need to find out why? Why do I have to ask why as a question? Why is why always used to find out why? Why is the answer to why always why? Why is there no final answer to why? Simply why not? Holy cow, this is pretty deep, meaningful **** I wrote. Glad I wrote it down. Oh man."
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [slog], Echoman
2005-08-11, 4:13 PM #10
Well, since you haven't worked with frames before, I'll specify just in case you have trouble:

When in JED, select your 3do and hit "enter" to bring up the item editor window. At the base of this window, click the button labeled as "Add Value" and in the popup window type in "NUMFRAMES" in all caps. Hit enter, and this value will be added to the list of values under "+Layer" or "+Thingflags" depending on what you have there. For the "NUMFRAMES" value, put the number 1 in there, since these are all of the frames you should need. Next, hit the "Add Value" button again, and this time type in "FRAME" in the popup window (again in all caps). Press enter, and then select the new box in the item editor window and put in these values:
Code:
(0/0/0:0/360/0)

That specifies the vector and orientation of your object, being (x/y/z/) and then (yaw/pitch/roll). Place 360 in whatever orientation you like to get the object to spin continuously along that plane in a circle. Simply put a -360 to get it to spin in the opposite direction. You may have to tweak the 3do though, so that it spins around a pivot point that is in the direct center of the 3do, otherwise the motion won't be circular.

Then just specify the object number in the cog, select the speed of rotation, and even specify a sound to play while the object rotates, such as a fan noise.

Hope this helps! :)
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-08-11, 4:19 PM #11
thanks for your help! I still haven't gotten it to work though. I'll fiddle some more.



Edit Thanks alot! I got it to work :D



noob level up!

noob +2

:rolleyes:
Naked Feet are Happy Feet
:omgkroko:

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