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 Post subject: Movers
PostPosted: Sun Feb 21, 2021 7:45 pm 
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Brachiosaurus
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Does anyone know of a good example of a mover? I want to make a platform that slides forward when you push a lever. Is this too hard for a beginner? I'm unsure. But it would really add to the level I'm working on.


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 Post subject: Re: Movers
PostPosted: Sun Feb 21, 2021 8:16 pm 
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-=TresCom Website Manager=-
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I'd say to take a look on how the elevator at the end of AS2 work. All you gotta do is to modify it to move forward instead of upwards :)

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 Post subject: Re: Movers
PostPosted: Sun Feb 21, 2021 9:07 pm 
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Brachiosaurus
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You know... I should have thought of that lol. Thanks.


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 Post subject: Re: Movers
PostPosted: Tue Feb 23, 2021 9:20 pm 
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I've been screwing around with my 3 level elevator, it's rather involved but you may want to give it a look at some
point for future reference.

elevator example: http://www.mediafire.com/file/hx9terfsd ... p.zip/file

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 Post subject: Re: Movers
PostPosted: Tue Feb 23, 2021 10:12 pm 
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Brachiosaurus
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Teromen wrote:
Does anyone know of a good example of a mover? I want to make a platform that slides forward when you push a lever. Is this too hard for a beginner? I'm unsure. But it would really add to the level I'm working on.


Share how you script it if you get it working. horizontal movement has been giving me issues.


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 Post subject: Re: Movers
PostPosted: Tue Feb 23, 2021 10:57 pm 
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Brachiosaurus
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From what I can tell you have to rotate the model in a 3d program first. To change the pivot? Then rotate it again in TresEd. That's just a guess.

But im not sure that applies to a mover. I know it worked on a swinging door. I was playing around with a door you push and it falls forward. It didn't work when I made it big though. I think they need several collision brushes for large ones to work. I never got that far.


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 Post subject: Re: Movers
PostPosted: Fri Feb 26, 2021 2:10 am 
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T-Rex Killer
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Teromen wrote:
From what I can tell you have to rotate the model in a 3d program first. To change the pivot? Then rotate it again in TresEd. That's just a guess.

So in my mental health state I can't contextualize what you wrote here very well, but this also descibes how I was able to fix the crane arm in IJ. If anyone recalls, it appears that the arm is supposed to swing down as you walk forward into IT, but it doesn't, instead if rotates on an irrelevant axis. Basically I took the arm and all its associated parts into Max and forced them to have the same orientation as each other. Then, I assigned the magnet free-rotate axis that made sense for this omni-pivot, and it worked. The example may be found in JPDS.

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 Post subject: Re: Movers
PostPosted: Fri Feb 26, 2021 3:31 am 
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T-Rex
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Location: Canada, eh?
Teromen - I think I know what you're referring to here. My suggestion is the ATX "Set Object Fixed Speed" ActionType, which exists in both ATX and CE. You would simply set the speed of the object when it starts moving and use the "Stop Fixed Speed" ActionType as well as a Freeze trigger to stop it.

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