After exporting a bunch of bruses as an .ase to put back in the game as one thing, rather than bind a bunch of things together - I've found a crash in DR when trying to stick a collision mesh over some things.
It's not such a big deal, as the material files for stock media provides the same thing.
What I'm trying to achieve is a simple pendulum motion for an anchor-shaped thingy that swings across a pathway.
Have considered using the Indiana Jones style saw blade that whirs along just over crouch height, however this is used in the first chapter of T2X if I recall.
Thinking how it might be worked, I've tried using a corridor with large, thin recesses for the pendulum to move in a large circle and sweep across the corridor - however this isn't a swing, it's more like a series of single fan-blades (which isn't as nice).
Looking at other pendulum things - like The Swing map (which kinda isn't right) - the pendulums from clocks seem decent. They are using animated static models.
http://wiki.thedarkm..._static_objects
This seems like a lot of stuff in order to get a simple brush working.
I'm trying to avoid putting using anything that's not stock or can't be made using only DR (except audio assets, perhaps a typeface or decal or two).
So, looking at some script to get the motion - I've come across
scriptEvent void bob(speed, phase, vector); perhaps with a waitfor to stagger the series of swinging damage things, so that the player can time their run and jump and stuff, get to the end and mantle on a mover (or mis-time and get sliced, or fall off the edge if rushed).
but this doesn't really explain how to plot the vector along which the mover will travel back and forth.
Also, I think this will only make it bob like a boat rather than increase the velocity as a mover reaches the apex of its swing and decrease as it loses inertia.
Plus there's the problem of fixing it to swing from its joint, rather than float along.
I'm unsure how to get a func_mover (whether a single brush or a baked ase reverted) to have the swinging motion as a clock's pendulum, back and forth, with the same kind of rhythm...
There's a few more simple ways, such as doing the Skyrim-style, fan-blades from the side that chop across, but that doesn't swing - it rotates into the corridor from slits at the side in one direction or back and forward in a steady motion.
There's the idea of having a series of opening and closing walls or bear-trap kinda things, but that's might not be as cool as the mechanical clanks and grinding of metal slicing across the path. Or maybe, it is... idk.
There's also a series of circular saws that descend from the ceiling and/or travel at strange angles, which gives lateral slice (which is easy with rotation) and some horizontal or diagonal times as well, which might be a more interesting obstacle than the basic "crouch and walk under stuff" traps of T2X and a billion other things...
Hmm... maybe it's easier to combine a bunch of those things into the corridor... plus it would make it more challenging and interesting to get through, also.
Plus it could still have all the mechanical workings and noises and stuff. Perhaps that's a good option that is actually possible without messing with changing velocities.
But it'd still be nice to have a pointer in the right direction of how a pendulum swing might be achieved for a brush in TDM, if anyone reads this and knows off their head an example or which function is the right one to look at.
Cheers.