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ForumsJedi Knight and Mysteries of the Sith Editing Forum → Neat little feature I have no idea how to implement
Neat little feature I have no idea how to implement
2001-05-31, 3:14 AM #1
Reading SuperNerd_IJ's post on his conveyor problem, I was reminded of a little feature I tried to make work, but couldn't. My plan was a MP level based in a small section of a factory, where you had a conveyor belt, and powerups and stuff were generated and then sent along the conveyor belt.
Now I could see numerous objections to this - mostly that in JK the powerups were static items that werent affected by physics - sometimes they are just hanging in mid-air. "But..." thinks I "when you do a force pull on them, they are moved, so there must be some cog verb that moves them. If i can figure out how to use that verb to move them along at the same speed as the conveyor, then it may look kinda like they're sitting on the conveyor belt."
Well, after a coupla weeks I decided I would forget it cos I was nowhere nearer (altho I did have a working conveyor belt, but that wasn't the mission of discovery). Since that was gonna be the central part of my level, the whole reason for its existence, the level got shelved too. Perhaps fortunately, due to the fact I could never get the rocky underground cavern thing to look anything resembling natural despite following every tutorial I could find on the subject. Ahh, well. Just stick to man-made areas i guess.
But...if anyone has ideas on the conveyor belt thing, I would appreciate them

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How do you get an evil herbivore?

Evil G
2001-05-31, 8:54 AM #2
You could do it with a cog, but I think there's an easier way. Don't use the existing powerups. Make new templates for the powerups and implement those. Use the same 3dos, cogs, etc - just change the template settings so they are affected by physics properly.

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"Sometimes nothing can be a real cool hand."
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2001-05-31, 9:48 AM #3
That's a good plan - I'll try that. It sounds similar to something ppl tried to do with Doom tho - making powerups affected by physics - and there were problems with them being able to be picked up...not knowing quite how the powerups were implemented in JK, might there be a similar problem?

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How do you get an evil herbivore?

Evil G
2001-05-31, 10:29 AM #4
Hmmm...i have done a similar thing by accdent....i accidentally magnetically sealed a powerup, and when i shot it it bounced around...

I would just make the travel on frames just above the conveyors, at the same speed...
The Situation:
The Sv_SetBrushModel: Null error has occurred in my map. This means that somewhere in my level, there is a paper-thin prush that needs to be deleted. There are 2888 brushes in my level. That's chances of 1/2888 of finding the correct brush. The statistics say I have a .035% chance of finding it.
Did I find it?
You bet I did.
2001-05-31, 12:58 PM #5
It would be much easier to have them affected by physics than hassling with frames. When they're dropped on the conveyor they'll travel along just like the walkplayer.

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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
2001-05-31, 9:02 PM #6
You should use the _droppowerup template. If a player dies on a conveyor he moves along with it along with anything he drops. Not sure if it would work but its worth a try.

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Jedi Knight Editing
JK:DFII Editing
ALHan
PSP
2001-06-01, 1:23 PM #7
SlingsRat beat me to it. [http://forums.massassi.net/html/smile.gif] Changing their parents to d_powerup will work.

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