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Thread: Looping movement

  1. #1
    New Member
    Registered: Jan 2006
    Location: London, England

    Looping movement

    Hi,

    I am sure that this has been asked before and there may be an answer in the Wiki - but the Wiki hasnt been available for some time and I have waited nearly two weeks for this forum to come back online - so forgive me for covering old ground.

    I want to have a piston that moves up and down continuously but I am not very adept at scripts. This is what I have done so far:

    Created a sliding door
    Made it frobable
    Changed the mesh to a piston
    Changed the axis of movement

    I now have a piston that when frobbed will move up and on second frobbing will move down. What I want is that when frobbed it will continue to move up and down continuously.

    I deleted the scripts that the object used and replaced them with my own single script that was based on the ones I deleted. The actions run like this:

    ACTIONS
    Open any doors on linked objects MYSELF
    Close any doors on linked objects MYSELF
    Start over, looping indefinitely until my owner is destroyed


    I also set the "inherit" property to FALSE just in case any archetype scripts may confuse the issue.

    I reckoned this would do the trick - but it doesnt. The piston still works in exactly the same way as it did before. Any ideas on what I should do to get a nice regular pumping action?

    (incidentally there is a lot I am trying to learn about T3ED and the recent absence of this site and continued unavailabilty of the Wiki is really frustrating - does anyone have any links to any tutorials (other than Komags - which I have used and is excellent) that I can download?)

    prustage

  2. #2
    New Member
    Registered: Jan 2006
    Location: London, England

    Looping movement - update

    Whilst waiting for a response I tried an experiment.

    I deliberately messed up my script by removing the Open/close door actions and added a load of extra stupid actions to see what happened, saved/ built / saved and ran. It made no difference at all - it still behaved like a sliding door. I then "emptied" all the scripts so (since "bEnableinherit" was set to false) there should have been no scripts associated with this object - ran again - no effect, the object still behaved like a sliding door.

    Clearly, the problem isnt that there is something wrong with my script but that my script is having no effect at all!

    I must be doing something fundamentally wrong in the way I am attaching a script to an object. Any ideas?

    This is what I am doing:

    • Select the object in 2D view, right click and select the properties for that object
    • When the browser opens, go to the very bottom Properties section of the tree (presumably "this instance" rather than the archetype) and open it then find the "Scripts" branch.
    • Expand "Scripts" and set "bEnableinherit" to "False"
    • Under "TriggerScripts" click on "Empty" to remove all existing scripts.
    • (If I then save, build and run I would expect the object not to respond in any way at all - but it does - it works like a sliding door)
    • Click on "Add", open the Trigger scripts browser, select my own script, go back to the object browser and click " Use" - the name of my script appears in the previously empty "Scripts" field.
    • Click "Done" on the object browser, build, save and run.
    • RESULT : It still behaves like a sliding door...

    HELP!!!!


    prustage

  3. #3
    BANNED
    Registered: May 2006
    Location: Italia
    To do this, I should have not get this way. Maybe is better the elevator function, which, with an appropriate script, should be loopable. I've already seen things like this.

    Try searching in the forum for the something with "elevator". I hope to be useful.

  4. #4
    Member
    Registered: Feb 2005
    That and a pagan will-o-wisp would work too. The will-o-wisp wiki entry is easy and I just tried it with piston mesh and it works. You can disable its emitter or change the color to something that would work with a piston.

  5. #5
    New Member
    Registered: Jan 2006
    Location: London, England

    Elevators and Willos

    Thanks guys - unfortunately the Wiki is still unreachable (internal server error) so I cant look up elevators or willos.

    Could it be I am following the wrong link?

  6. #6
    BANNED
    Registered: May 2006
    Location: Italia
    mumble... if I remember well, the tutorial on the elevator is not on the wiki, but here... try searching, and make me know

  7. #7
    New Member
    Registered: Jan 2006
    Location: London, England

    still no fun

    Basically - if I knew how to build elevators then I could sort this out but...


    • I have searched for elevators and willos on this forum. Most of them keep referring to tutorials that have dead links and it is hard to work out what they are talking about without being able to see the tutorial in question.
    • I have tried following Unreal tutorials but they keep referring to the "mover" button and "mover" menu which on T3ED seem to be disabled.


    The remaining options I have are:

    • Find a DROMED tutorial and "convert" it to T3ED - I think Komag has one on his site - but I suspect I will get into difficulty because of the differences.
    • Try and find someone who has either a T3ED elevator or Will-o-the-wisp tutorial and could mail it to me?
    • Wait until the T3ED Wiki is back - but how long??
    • Abandon making a T3 fan mission and just do it in DromED instead for which there is a lot more info around.


    Any suggestions?

  8. #8
    New Member
    Registered: Jan 2006
    Location: London, England

    Correction - Found something!

    Managed to find a thread on Willo-the Wisp with the tutorial pasted into a post! Dont know how I managed to miss this last time. I'll have a go at that and see.

    Thanks for your help so far...

  9. #9
    BANNED
    Registered: May 2006
    Location: Italia
    Now I have to lunch, in the next hours, or maximum tomorrow, I will help more detailing. Sorry, now I'm busy

  10. #10
    New Member
    Registered: Jan 2006
    Location: London, England

    Working !

    My pistons are pumping at full strength - I am so pleased this forum is back online!

    Thanks to all.

    prustage

  11. #11
    Member
    Registered: Aug 2006
    Location: Deutschland
    I think this is quite a good thread to ask one of my secondary questions in: I've tried to get a fan working a couple of times, placed it in the map, compared properties and scripts with the original maps but to no success. The propeller just won't move.

    I believe I even searched the wiki.

  12. #12
    Member
    Registered: Feb 2005
    Hehe, you never miss a chance to not to start a new thread, don't you.

    I shamelessly copy-pasted one of those spinning fans from clocktower1, works.

    Let me tell you;

    Add smallsolidgear2, change its mesh to stmifanturbofan.
    Add the script, clk_spinningfan, under clocktower/missions.
    Add property Physics/startactive=true
    And make sure to set to false both properties of bnotmoveablePhysics and bnotmoveableRender

  13. #13
    BANNED
    Registered: May 2006
    Location: Italia
    Quote Originally Posted by prustage View Post
    My pistons are pumping at full strength - I am so pleased this forum is back online!

    Thanks to all.

    prustage
    How you reached? please tell me

  14. #14
    New Member
    Registered: Jan 2006
    Location: London, England
    I just used the willowisp tutorial and it told me everything I needed to know:

    http://www.ttlg.com/forums/showthrea...ght=willowisps

    I created a willowisp, changed the mesh to a piston, set the waypoints that defined the direction of movement I wanted, linked them together and it worked first time. A willowisp is an elevator witrhout the complication of buttons, floors, lift shaft etc.

    Many many thanks to ascottk for a clear and simple tutorial. And thanks, massimilianogoi, for your help.

    prustage
    Last edited by prustage; 28th Jul 2008 at 07:26.

  15. #15
    Member
    Registered: Jul 2011

    Thief 3 Editing: how to create a loop script


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